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Fixed weapon drawing rules to account for the death camera [backported from gzdoom], also fixed drawing rules for crosshair
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ed5b0d902a
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2 changed files with 4 additions and 2 deletions
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@ -1123,7 +1123,7 @@ void DBaseStatusBar::DrawCrosshair ()
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ST_LoadCrosshair();
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ST_LoadCrosshair();
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// Don't draw the crosshair if there is none
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// Don't draw the crosshair if there is none
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if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL)
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if (CrosshairImage == NULL || gamestate == GS_TITLELEVEL || camera->health <= 0)
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{
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{
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return;
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return;
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}
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}
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@ -95,6 +95,7 @@ extern fixed_t globaluclip, globaldclip;
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EXTERN_CVAR (Bool, st_scale)
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EXTERN_CVAR (Bool, st_scale)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR(Bool, r_deathcamera);
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//
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//
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// Sprite rotation 0 is facing the viewer,
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// Sprite rotation 0 is facing the viewer,
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@ -1410,7 +1411,8 @@ void R_DrawPlayerSprites ()
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if (!r_drawplayersprites ||
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if (!r_drawplayersprites ||
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!camera->player ||
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!camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM))
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(players[consoleplayer].cheats & CF_CHASECAM) ||
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(r_deathcamera && camera->health <= 0))
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return;
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return;
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if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {
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if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {
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