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Disabled vertice off-screen check, but fixed it at the same time. If it's desired, the solution is simply commented out in the event its desired.
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1 changed files with 14 additions and 7 deletions
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@ -540,7 +540,6 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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if (psp->scale.X == 0.0 || psp->scale.Y == 0.0)
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return false;
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bool vertsOnScreen = false;
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const bool interp = (psp->InterpolateTic || psp->Flags & PSPF_INTERPOLATE);
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for (int i = 0; i < 4; i++)
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@ -549,15 +548,23 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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if (interp)
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t = psp->Prev.v[i] + (psp->Vert.v[i] - psp->Prev.v[i]) * ticfrac;
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if (!vertsOnScreen)
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vertsOnScreen = (t.X >= 0.0 && t.X <= vw);
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Vert.v[i] = t;
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}
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if (!vertsOnScreen)
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// [MC] If this is absolutely necessary, uncomment it. It just checks if all the vertices
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// are all off screen either to the right or left, but is it honestly needed?
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/*
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if ((
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Vert.v[0].X > 0.0 &&
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Vert.v[1].X > 0.0 &&
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Vert.v[2].X > 0.0 &&
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Vert.v[3].X > 0.0) || (
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Vert.v[0].X < vw &&
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Vert.v[1].X < vw &&
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Vert.v[2].X < vw &&
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Vert.v[3].X < vw))
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return false;
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*/
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auto verts = screen->mVertexData->AllocVertices(4);
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mx = verts.second;
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