mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-01 08:01:08 +00:00
- made necessary adjustments for the coordinate refactoring in ZDoom.
This commit is contained in:
parent
8f7be01dd4
commit
5816049510
10 changed files with 56 additions and 52 deletions
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@ -359,7 +359,7 @@ static void CollectPortalSectors(FPortalMap &collection)
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ASkyViewpoint *SkyBox = sec->SkyBoxes[j];
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ASkyViewpoint *SkyBox = sec->SkyBoxes[j];
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if (SkyBox != NULL && SkyBox->bAlways && SkyBox->Mate != NULL)
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if (SkyBox != NULL && SkyBox->bAlways && SkyBox->Mate != NULL)
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{
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{
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FPortalID id = { SkyBox->x - SkyBox->Mate->x, SkyBox->y - SkyBox->Mate->y };
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FPortalID id = { SkyBox->X() - SkyBox->Mate->X(), SkyBox->Y() - SkyBox->Mate->Y() };
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FPortalSectors &sss = collection[id];
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FPortalSectors &sss = collection[id];
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FPortalSector ss = { sec, j };
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FPortalSector ss = { sec, j };
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@ -89,7 +89,7 @@ void AVavoomLight::BeginPlay ()
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{
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{
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// This must not call Super::BeginPlay!
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// This must not call Super::BeginPlay!
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ChangeStatNum(STAT_DLIGHT);
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ChangeStatNum(STAT_DLIGHT);
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if (Sector) z -= Sector->floorplane.ZatPoint(x, y);
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if (Sector) AddZ(-Sector->floorplane.ZatPoint(this), false);
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lighttype = PointLight;
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lighttype = PointLight;
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}
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}
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@ -170,7 +170,7 @@ void ADynamicLight::PostBeginPlay()
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Activate (NULL);
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Activate (NULL);
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}
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}
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subsector = R_PointInSubsector(x,y);
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subsector = R_PointInSubsector(X(), Y());
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}
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}
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@ -333,8 +333,8 @@ void ADynamicLight::Tick()
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//==========================================================================
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//==========================================================================
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void ADynamicLight::UpdateLocation()
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void ADynamicLight::UpdateLocation()
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{
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{
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fixed_t oldx=x;
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fixed_t oldx=X();
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fixed_t oldy=y;
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fixed_t oldy=Y();
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fixed_t oldradius=radius;
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fixed_t oldradius=radius;
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float intensity;
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float intensity;
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@ -343,10 +343,15 @@ void ADynamicLight::UpdateLocation()
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if (target)
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if (target)
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{
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{
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angle_t angle = target->angle>>ANGLETOFINESHIFT;
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angle_t angle = target->angle>>ANGLETOFINESHIFT;
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PrevX = x = target->x + FixedMul(m_offX, finecosine[angle]) + FixedMul(m_offZ, finesine[angle]);
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fixedvec3 pos = target->Vec3Offset(
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PrevY = y = target->y + FixedMul(m_offX, finesine[angle]) - FixedMul(m_offZ, finecosine[angle]);
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FixedMul(m_offX, finecosine[angle]) + FixedMul(m_offZ, finesine[angle]),
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PrevZ = z = target->z + m_offY + target->GetBobOffset();
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FixedMul(m_offX, finesine[angle]) - FixedMul(m_offZ, finecosine[angle]),
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subsector = R_PointInSubsector(x, y);
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m_offY + target->GetBobOffset());
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SetXYZ(pos); // attached lights do not need to go into the regular blockmap
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PrevX = pos.x;
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PrevY = pos.y;
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PrevZ = pos.z;
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subsector = R_PointInSubsector(pos.x, pos.y);
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Sector = subsector->sector;
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Sector = subsector->sector;
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}
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}
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@ -364,7 +369,7 @@ void ADynamicLight::UpdateLocation()
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}
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}
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radius = FLOAT2FIXED(intensity * 2.0f * gl_lights_size);
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radius = FLOAT2FIXED(intensity * 2.0f * gl_lights_size);
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if (x!=oldx || y!=oldy || radius!=oldradius)
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if (X()!=oldx || Y()!=oldy || radius!=oldradius)
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{
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{
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//Update the light lists
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//Update the light lists
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LinkLight();
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LinkLight();
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@ -495,15 +500,15 @@ float ADynamicLight::DistToSeg(seg_t *seg)
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float seg_dy = FIXED2FLOAT(seg->v2->y - seg->v1->y);
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float seg_dy = FIXED2FLOAT(seg->v2->y - seg->v1->y);
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float seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
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float seg_length_sq = seg_dx * seg_dx + seg_dy * seg_dy;
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u = ( FIXED2FLOAT(x - seg->v1->x) * seg_dx + FIXED2FLOAT(y - seg->v1->y) * seg_dy) / seg_length_sq;
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u = ( FIXED2FLOAT(X() - seg->v1->x) * seg_dx + FIXED2FLOAT(Y() - seg->v1->y) * seg_dy) / seg_length_sq;
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if (u < 0.f) u = 0.f; // clamp the test point to the line segment
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if (u < 0.f) u = 0.f; // clamp the test point to the line segment
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if (u > 1.f) u = 1.f;
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if (u > 1.f) u = 1.f;
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px = FIXED2FLOAT(seg->v1->x) + (u * seg_dx);
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px = FIXED2FLOAT(seg->v1->x) + (u * seg_dx);
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py = FIXED2FLOAT(seg->v1->y) + (u * seg_dy);
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py = FIXED2FLOAT(seg->v1->y) + (u * seg_dy);
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px -= FIXED2FLOAT(x);
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px -= FIXED2FLOAT(X());
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py -= FIXED2FLOAT(y);
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py -= FIXED2FLOAT(Y());
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return (px*px) + (py*py);
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return (px*px) + (py*py);
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}
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}
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@ -536,7 +541,7 @@ void ADynamicLight::CollectWithinRadius(subsector_t *subSec, float radius)
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if (seg->sidedef && seg->linedef && seg->linedef->validcount!=::validcount)
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if (seg->sidedef && seg->linedef && seg->linedef->validcount!=::validcount)
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{
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{
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// light is in front of the seg
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// light is in front of the seg
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if (DMulScale32 (y-seg->v1->y, seg->v2->x-seg->v1->x, seg->v1->x-x, seg->v2->y-seg->v1->y) <=0)
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if (DMulScale32 (Y()-seg->v1->y, seg->v2->x-seg->v1->x, seg->v1->x-X(), seg->v2->y-seg->v1->y) <=0)
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{
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{
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seg->linedef->validcount=validcount;
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seg->linedef->validcount=validcount;
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touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
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touching_sides = AddLightNode(&seg->sidedef->lighthead, seg->sidedef, this, touching_sides);
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@ -592,7 +597,7 @@ void ADynamicLight::LinkLight()
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if (radius>0)
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if (radius>0)
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{
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{
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// passing in radius*radius allows us to do a distance check without any calls to sqrtf
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// passing in radius*radius allows us to do a distance check without any calls to sqrtf
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subsector_t * subSec = R_PointInSubsector(x, y);
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subsector_t * subSec = R_PointInSubsector(X(), Y());
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if (subSec)
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if (subSec)
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{
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{
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float fradius = FIXED2FLOAT(radius);
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float fradius = FIXED2FLOAT(radius);
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@ -702,7 +707,7 @@ CCMD(listlights)
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subsecs = 0;
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subsecs = 0;
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Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f ",
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Printf("%s at (%f, %f, %f), color = 0x%02x%02x%02x, radius = %f ",
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dl->target? dl->target->GetClass()->TypeName.GetChars() : dl->GetClass()->TypeName.GetChars(),
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dl->target? dl->target->GetClass()->TypeName.GetChars() : dl->GetClass()->TypeName.GetChars(),
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FIXED2FLOAT(dl->x), FIXED2FLOAT(dl->y), FIXED2FLOAT(dl->z), dl->args[LIGHT_RED],
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FIXED2FLOAT(dl->X()), FIXED2FLOAT(dl->Y()), FIXED2FLOAT(dl->Z()), dl->args[LIGHT_RED],
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dl->args[LIGHT_GREEN], dl->args[LIGHT_BLUE], FIXED2FLOAT(dl->radius));
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dl->args[LIGHT_GREEN], dl->args[LIGHT_BLUE], FIXED2FLOAT(dl->radius));
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i++;
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i++;
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@ -1085,7 +1085,7 @@ void gl_AttachLight(AActor *actor, unsigned int count, const FLightDefaults *lig
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}
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}
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else
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else
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{
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{
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light = Spawn<ADynamicLight>(actor->x, actor->y, actor->z, NO_REPLACE);
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light = Spawn<ADynamicLight>(actor->Pos(), NO_REPLACE);
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light->target = actor;
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light->target = actor;
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light->owned = true;
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light->owned = true;
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actor->dynamiclights.Push(light);
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actor->dynamiclights.Push(light);
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@ -90,9 +90,9 @@ bool gl_GetLight(Plane & p, ADynamicLight * light, bool checkside, bool forceadd
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Vector fn, pos;
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Vector fn, pos;
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int i = 0;
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int i = 0;
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float x = FIXED2FLOAT(light->x);
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float x = FIXED2FLOAT(light->X());
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float y = FIXED2FLOAT(light->y);
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float y = FIXED2FLOAT(light->Y());
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float z = FIXED2FLOAT(light->z);
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float z = FIXED2FLOAT(light->Z());
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float dist = fabsf(p.DistToPoint(x, z, y));
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float dist = fabsf(p.DistToPoint(x, z, y));
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float radius = (light->GetRadius() * gl_lights_size);
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float radius = (light->GetRadius() * gl_lights_size);
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@ -141,8 +141,8 @@ void GLFlat::SetupSubsectorLights(int pass, subsector_t * sub, int *dli)
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// we must do the side check here because gl_SetupLight needs the correct plane orientation
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// we must do the side check here because gl_SetupLight needs the correct plane orientation
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// which we don't have for Legacy-style 3D-floors
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// which we don't have for Legacy-style 3D-floors
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fixed_t planeh = plane.plane.ZatPoint(light->x, light->y);
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fixed_t planeh = plane.plane.ZatPoint(light);
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if (gl_lights_checkside && ((planeh<light->z && ceiling) || (planeh>light->z && !ceiling)))
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if (gl_lights_checkside && ((planeh<light->Z() && ceiling) || (planeh>light->Z() && !ceiling)))
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{
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{
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node=node->nextLight;
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node=node->nextLight;
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continue;
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continue;
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@ -641,14 +641,15 @@ void GLSkyboxPortal::DrawContents()
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PlaneMirrorMode=0;
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PlaneMirrorMode=0;
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bool oldclamp = gl_RenderState.SetDepthClamp(false);
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bool oldclamp = gl_RenderState.SetDepthClamp(false);
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viewx = origin->PrevX + FixedMul(r_TicFrac, origin->x - origin->PrevX);
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fixedvec3 viewpos = origin->InterpolatedPosition(r_TicFrac);
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viewy = origin->PrevY + FixedMul(r_TicFrac, origin->y - origin->PrevY);
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viewx = viewpos.x;
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viewz = origin->PrevZ + FixedMul(r_TicFrac, origin->z - origin->PrevZ);
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viewy = viewpos.y;
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viewz = viewpos.z;
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viewangle += origin->PrevAngle + FixedMul(r_TicFrac, origin->angle - origin->PrevAngle);
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viewangle += origin->PrevAngle + FixedMul(r_TicFrac, origin->angle - origin->PrevAngle);
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// Don't let the viewpoint be too close to a floor or ceiling!
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// Don't let the viewpoint be too close to a floor or ceiling
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fixed_t floorh = origin->Sector->floorplane.ZatPoint(origin->x, origin->y);
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fixed_t floorh = origin->Sector->floorplane.ZatPoint(origin);
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fixed_t ceilh = origin->Sector->ceilingplane.ZatPoint(origin->x, origin->y);
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fixed_t ceilh = origin->Sector->ceilingplane.ZatPoint(origin);
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if (viewz<floorh+4*FRACUNIT) viewz=floorh+4*FRACUNIT;
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if (viewz<floorh+4*FRACUNIT) viewz=floorh+4*FRACUNIT;
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if (viewz>ceilh-4*FRACUNIT) viewz=ceilh-4*FRACUNIT;
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if (viewz>ceilh-4*FRACUNIT) viewz=ceilh-4*FRACUNIT;
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@ -339,8 +339,8 @@ void GLSprite::SplitSprite(sector_t * frontsector, bool translucent)
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for(i=0;i<lightlist.Size();i++)
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for(i=0;i<lightlist.Size();i++)
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{
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{
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// Particles don't go through here so we can safely assume that actor is not NULL
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// Particles don't go through here so we can safely assume that actor is not NULL
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if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor->x,actor->y);
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if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor);
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else lightbottom=frontsector->floorplane.ZatPoint(actor->x,actor->y);
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else lightbottom=frontsector->floorplane.ZatPoint(actor);
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maplightbottom=FIXED2FLOAT(lightbottom);
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maplightbottom=FIXED2FLOAT(lightbottom);
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if (maplightbottom<z2) maplightbottom=z2;
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if (maplightbottom<z2) maplightbottom=z2;
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@ -379,8 +379,8 @@ void GLSprite::SetSpriteColor(sector_t *sector, fixed_t center_y)
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for(i=0;i<lightlist.Size();i++)
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for(i=0;i<lightlist.Size();i++)
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{
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{
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// Particles don't go through here so we can safely assume that actor is not NULL
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// Particles don't go through here so we can safely assume that actor is not NULL
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if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor->x,actor->y);
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if (i<lightlist.Size()-1) lightbottom=lightlist[i+1].plane.ZatPoint(actor);
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else lightbottom=sector->floorplane.ZatPoint(actor->x,actor->y);
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else lightbottom=sector->floorplane.ZatPoint(actor);
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//maplighttop=FIXED2FLOAT(lightlist[i].height);
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//maplighttop=FIXED2FLOAT(lightlist[i].height);
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maplightbottom=FIXED2FLOAT(lightbottom);
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maplightbottom=FIXED2FLOAT(lightbottom);
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@ -538,12 +538,10 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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if (!(currentmapsection[thing->subsector->mapsection>>3] & (1 << (thing->subsector->mapsection & 7)))) return;
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if (!(currentmapsection[thing->subsector->mapsection>>3] & (1 << (thing->subsector->mapsection & 7)))) return;
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// [RH] Interpolate the sprite's position to make it look smooth
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// [RH] Interpolate the sprite's position to make it look smooth
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fixed_t thingx = thing->PrevX + FixedMul (r_TicFrac, thing->x - thing->PrevX);
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fixedvec3 thingpos = thing->InterpolatedPosition(r_TicFrac);
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fixed_t thingy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY);
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fixed_t thingz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ);
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// Too close to the camera. This doesn't look good if it is a sprite.
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// Too close to the camera. This doesn't look good if it is a sprite.
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if (P_AproxDistance(thingx-viewx, thingy-viewy)<2*FRACUNIT)
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if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy)<2*FRACUNIT)
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{
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{
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// exclude vertically moving objects from this check.
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// exclude vertically moving objects from this check.
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if (!(thing->velx==0 && thing->vely==0 && thing->velz!=0))
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if (!(thing->velx==0 && thing->vely==0 && thing->velz!=0))
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@ -558,12 +556,12 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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// don't draw first frame of a player missile
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// don't draw first frame of a player missile
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if (thing->flags&MF_MISSILE && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
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if (thing->flags&MF_MISSILE && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
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{
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{
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if (P_AproxDistance(thingx-viewx, thingy-viewy) < thing->Speed ) return;
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if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy) < thing->Speed ) return;
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}
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}
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if (GLRenderer->mCurrentPortal)
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if (GLRenderer->mCurrentPortal)
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{
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{
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int clipres = GLRenderer->mCurrentPortal->ClipPoint(thingx, thingy);
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int clipres = GLRenderer->mCurrentPortal->ClipPoint(thingpos.x, thingpos.y);
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if (clipres == GLPortal::PClip_InFront) return;
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if (clipres == GLPortal::PClip_InFront) return;
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}
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}
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@ -580,9 +578,9 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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}
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}
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x = FIXED2FLOAT(thingx);
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x = FIXED2FLOAT(thingpos.x);
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z = FIXED2FLOAT(thingz-thing->floorclip);
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z = FIXED2FLOAT(thingpos.z-thing->floorclip);
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y = FIXED2FLOAT(thingy);
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y = FIXED2FLOAT(thingpos.y);
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// [RH] Make floatbobbing a renderer-only effect.
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// [RH] Make floatbobbing a renderer-only effect.
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if (thing->flags2 & MF2_FLOATBOB)
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if (thing->flags2 & MF2_FLOATBOB)
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@ -594,7 +592,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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modelframe = gl_FindModelFrame(RUNTIME_TYPE(thing), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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modelframe = gl_FindModelFrame(RUNTIME_TYPE(thing), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (!modelframe)
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if (!modelframe)
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{
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{
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angle_t ang = R_PointToAngle(thingx, thingy);
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angle_t ang = R_PointToAngle(thingpos.x, thingpos.y);
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bool mirror;
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bool mirror;
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FTextureID patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, ang - thing->angle, &mirror);
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FTextureID patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, ang - thing->angle, &mirror);
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@ -631,7 +629,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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// Tests show that this doesn't look good for many decorations and corpses
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// Tests show that this doesn't look good for many decorations and corpses
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if (spriteheight > 0 && gl_spriteclip > 0 && (thing->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE)
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if (spriteheight > 0 && gl_spriteclip > 0 && (thing->renderflags & RF_SPRITETYPEMASK) == RF_FACESPRITE)
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{
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{
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PerformSpriteClipAdjustment(thing, thingx, thingy, spriteheight);
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PerformSpriteClipAdjustment(thing, thingpos.x, thingpos.y, spriteheight);
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}
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}
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float viewvecX;
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float viewvecX;
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@ -667,7 +665,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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gltexture=NULL;
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gltexture=NULL;
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}
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}
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depth = DMulScale20 (thing->x-viewx, viewtancos, thing->y-viewy, viewtansin);
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depth = DMulScale20 (thingpos.x-viewx, viewtancos, thingpos.y-viewy, viewtansin);
|
||||||
|
|
||||||
// light calculation
|
// light calculation
|
||||||
|
|
||||||
|
@ -683,7 +681,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
|
||||||
rendersector->GetCeilingLight() : rendersector->GetFloorLight());
|
rendersector->GetCeilingLight() : rendersector->GetFloorLight());
|
||||||
foglevel = (BYTE)clamp<short>(rendersector->lightlevel, 0, 255);
|
foglevel = (BYTE)clamp<short>(rendersector->lightlevel, 0, 255);
|
||||||
|
|
||||||
lightlevel = (byte)gl_CheckSpriteGlow(rendersector, lightlevel, thingx, thingy, thingz);
|
lightlevel = (byte)gl_CheckSpriteGlow(rendersector, lightlevel, thingpos.x, thingpos.y, thingpos.z);
|
||||||
|
|
||||||
ThingColor = (thing->RenderStyle.Flags & STYLEF_ColorIsFixed) ? thing->fillcolor : 0xffffff;
|
ThingColor = (thing->RenderStyle.Flags & STYLEF_ColorIsFixed) ? thing->fillcolor : 0xffffff;
|
||||||
ThingColor.a = 255;
|
ThingColor.a = 255;
|
||||||
|
@ -835,7 +833,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
|
||||||
|
|
||||||
if (drawWithXYBillboard || modelframe)
|
if (drawWithXYBillboard || modelframe)
|
||||||
{
|
{
|
||||||
if (!gl_fixedcolormap && !fullbright) SetSpriteColor(actor->Sector, actor->y + (actor->height>>1));
|
if (!gl_fixedcolormap && !fullbright) SetSpriteColor(actor->Sector, thingpos.y + (actor->height>>1));
|
||||||
PutSprite(hw_styleflags != STYLEHW_Solid);
|
PutSprite(hw_styleflags != STYLEHW_Solid);
|
||||||
}
|
}
|
||||||
else if (thing->Sector->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap || fullbright)
|
else if (thing->Sector->e->XFloor.lightlist.Size()==0 || gl_fixedcolormap || fullbright)
|
||||||
|
|
|
@ -80,7 +80,7 @@ void gl_SetDynSpriteLight(AActor *self, fixed_t x, fixed_t y, fixed_t z, subsect
|
||||||
if (!(light->flags2&MF2_DORMANT) &&
|
if (!(light->flags2&MF2_DORMANT) &&
|
||||||
(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
|
(!(light->flags4&MF4_DONTLIGHTSELF) || light->target != self))
|
||||||
{
|
{
|
||||||
float dist = FVector3(FIXED2FLOAT(x - light->x), FIXED2FLOAT(y - light->y), FIXED2FLOAT(z - light->z)).Length();
|
float dist = FVector3(FIXED2FLOAT(x - light->X()), FIXED2FLOAT(y - light->Y()), FIXED2FLOAT(z - light->Z())).Length();
|
||||||
radius = light->GetRadius() * gl_lights_size;
|
radius = light->GetRadius() * gl_lights_size;
|
||||||
|
|
||||||
if (dist < radius)
|
if (dist < radius)
|
||||||
|
@ -117,7 +117,7 @@ void gl_SetDynSpriteLight(AActor *thing, particle_t *particle)
|
||||||
{
|
{
|
||||||
if (thing != NULL)
|
if (thing != NULL)
|
||||||
{
|
{
|
||||||
gl_SetDynSpriteLight(thing, thing->x, thing->y, thing->z + (thing->height >> 1), thing->subsector);
|
gl_SetDynSpriteLight(thing, thing->X(), thing->Y(), thing->Z() + (thing->height >> 1), thing->subsector);
|
||||||
}
|
}
|
||||||
else if (particle != NULL)
|
else if (particle != NULL)
|
||||||
{
|
{
|
||||||
|
|
|
@ -118,9 +118,9 @@ void GLWall::SetupLights()
|
||||||
|
|
||||||
Vector fn, pos;
|
Vector fn, pos;
|
||||||
|
|
||||||
float x = FIXED2FLOAT(node->lightsource->x);
|
float x = FIXED2FLOAT(node->lightsource->X());
|
||||||
float y = FIXED2FLOAT(node->lightsource->y);
|
float y = FIXED2FLOAT(node->lightsource->Y());
|
||||||
float z = FIXED2FLOAT(node->lightsource->z);
|
float z = FIXED2FLOAT(node->lightsource->Z());
|
||||||
float dist = fabsf(p.DistToPoint(x, z, y));
|
float dist = fabsf(p.DistToPoint(x, z, y));
|
||||||
float radius = (node->lightsource->GetRadius() * gl_lights_size);
|
float radius = (node->lightsource->GetRadius() * gl_lights_size);
|
||||||
float scale = 1.0f / ((2.f * radius) - dist);
|
float scale = 1.0f / ((2.f * radius) - dist);
|
||||||
|
|
|
@ -250,7 +250,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
|
||||||
|
|
||||||
lightlevel = (1.0 - min_L) * 255;
|
lightlevel = (1.0 - min_L) * 255;
|
||||||
}
|
}
|
||||||
lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->x, playermo->y, playermo->z);
|
lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->X(), playermo->Y(), playermo->Z());
|
||||||
|
|
||||||
// calculate colormap for weapon sprites
|
// calculate colormap for weapon sprites
|
||||||
if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
|
if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)
|
||||||
|
|
Loading…
Reference in a new issue