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Added PSPF_MIRROR.
- Flips the sprite's drawing and position over entirely. Automatically implies PSPF_FLIP.
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d633e8afc1
commit
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4 changed files with 13 additions and 2 deletions
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@ -98,7 +98,7 @@ void GLSceneDrawer::DrawPSprite (player_t * player,DPSprite *psp, float sx, floa
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// calculate edges of the shape
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scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
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tx = sx - (160 - r.left);
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tx = (psp->Flags & PSPF_MIRROR) ? ((160 - r.width) - (sx + r.left)) : (sx - (160 - r.left));
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x1 = tx * scalex + vw/2;
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if (x1 > vw) return; // off the right side
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x1 += viewwindowx;
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@ -107,6 +107,13 @@ void GLSceneDrawer::DrawPSprite (player_t * player,DPSprite *psp, float sx, floa
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x2 = tx * scalex + vw / 2;
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if (x2 < 0) return; // off the left side
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x2 += viewwindowx;
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/*
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if (psp->Flags & PSPF_MIRROR)
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{
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float dist = 320.f - sx;
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x1 += dist * scalex;
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x2 += dist * scalex;
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}*/
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// killough 12/98: fix psprite positioning problem
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@ -130,7 +137,8 @@ void GLSceneDrawer::DrawPSprite (player_t * player,DPSprite *psp, float sx, floa
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y1 = viewwindowy + vh / 2 - (ftexturemid * scale);
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y2 = y1 + (r.height * scale) + 1;
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if (!(mirror) != !(psp->Flags & PSPF_FLIP))
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if (!(mirror) != !(psp->Flags & (PSPF_FLIP|PSPF_MIRROR)))
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{
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fU2 = tex->GetSpriteUL();
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fV1 = tex->GetSpriteVT();
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@ -141,6 +141,7 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bAddBob, PSPF_ADDBOB)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPowDouble, PSPF_POWDOUBLE)
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DEFINE_FIELD_BIT(DPSprite, Flags, bCVarFast, PSPF_CVARFAST)
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DEFINE_FIELD_BIT(DPSprite, Flags, bFlip, PSPF_FLIP)
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DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
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//------------------------------------------------------------------------
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//
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@ -68,6 +68,7 @@ enum PSPFlags
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PSPF_FLIP = 1 << 6,
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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PSPF_MIRROR = 1 << 9,
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};
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class DPSprite : public DObject
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@ -726,6 +726,7 @@ enum EPSpriteFlags
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PSPF_FLIP = 1 << 6,
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PSPF_FORCEALPHA = 1 << 7,
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PSPF_FORCESTYLE = 1 << 8,
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PSPF_MIRROR = 1 << 9,
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};
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// Default psprite layers
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