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OpenGL: Added picnum override handling for actors
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commit
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1 changed files with 17 additions and 4 deletions
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@ -646,8 +646,14 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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sector_t rs;
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sector_t * rendersector;
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if (thing == nullptr)
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return;
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// [ZZ] allow CustomSprite-style direct picnum specification
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bool isPicnumOverride = thing->picnum.isValid();
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles())
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if ((thing->sprite == 0 && !isPicnumOverride) || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles())
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{
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return;
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}
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@ -752,13 +758,19 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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z += fz;
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}
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modelframe = gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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modelframe = isPicnumOverride ? nullptr : gl_FindModelFrame(thing->GetClass(), spritenum, thing->frame, !!(thing->flags & MF_DROPPED));
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if (!modelframe)
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{
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bool mirror;
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DAngle ang = (thingpos - ViewPos).Angle();
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FTextureID patch;
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if (thing->flags7 & MF7_SPRITEANGLE)
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// [ZZ] add direct picnum override
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if (isPicnumOverride)
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{
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patch = thing->picnum;
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mirror = false;
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}
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else if (thing->flags7 & MF7_SPRITEANGLE)
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{
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patch = gl_GetSpriteFrame(spritenum, thing->frame, -1, (thing->SpriteAngle).BAMs(), &mirror);
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}
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@ -775,7 +787,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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if (!patch.isValid()) return;
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int type = thing->renderflags & RF_SPRITETYPEMASK;
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gltexture = FMaterial::ValidateTexture(patch, (type == RF_FACESPRITE), false);
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if (!gltexture) return;
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if (!gltexture)
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return;
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vt = gltexture->GetSpriteVT();
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vb = gltexture->GetSpriteVB();
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