mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
Finished implementing PSprite interpolation for vertices.
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating. - Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
This commit is contained in:
parent
c41733e436
commit
a6bbddf167
7 changed files with 106 additions and 109 deletions
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@ -136,10 +136,7 @@ DEFINE_FIELD(DPSprite, px)
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DEFINE_FIELD(DPSprite, py)
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DEFINE_FIELD(DPSprite, scalex)
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DEFINE_FIELD(DPSprite, scaley)
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DEFINE_FIELD(DPSprite, oldscalex)
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DEFINE_FIELD(DPSprite, oldscaley)
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DEFINE_FIELD(DPSprite, rotation)
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DEFINE_FIELD(DPSprite, oldrotation)
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DEFINE_FIELD_NAMED(DPSprite, Coord[0], Coord0)
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DEFINE_FIELD_NAMED(DPSprite, Coord[1], Coord1)
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DEFINE_FIELD_NAMED(DPSprite, Coord[2], Coord2)
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@ -150,6 +147,7 @@ DEFINE_FIELD(DPSprite, Translation)
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DEFINE_FIELD(DPSprite, HAlign)
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DEFINE_FIELD(DPSprite, VAlign)
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DEFINE_FIELD(DPSprite, alpha)
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DEFINE_FIELD(DPSprite, InterpolateTic)
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DEFINE_FIELD_BIT(DPSprite, Flags, bAddWeapon, PSPF_ADDWEAPON)
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DEFINE_FIELD_BIT(DPSprite, Flags, bAddBob, PSPF_ADDBOB)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPowDouble, PSPF_POWDOUBLE)
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@ -158,6 +156,7 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bFlip, PSPF_FLIP)
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DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT)
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DEFINE_FIELD_BIT(DPSprite, Flags, bInterpolate, PSPF_INTERPOLATE)
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//------------------------------------------------------------------------
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//
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@ -182,14 +181,15 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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scalex(1.0), scaley(1.0),
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px(.0), py(.0),
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rotation(.0),
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oldscalex(.0), oldscaley(.0),
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oldrotation(.0),
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PivotPercent(true),
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HAlign(0),
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VAlign(0)
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VAlign(0),
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InterpolateTic(false)
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{
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for (int i = 0; i < 4; i++)
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Coord[i] = DVector2(0,0);
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{
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Coord[i] = DVector2(0, 0);
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Prev.v[i] = Vert.v[i] = FVector2(0,0);
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}
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alpha = 1;
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Renderstyle = STYLE_Normal;
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@ -698,8 +698,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayVertexOffset)
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if (pspr == nullptr)
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return 0;
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if (!(flags & WOF_KEEPX)) pspr->Coord[index].X = x;
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if (!(flags & WOF_KEEPY)) pspr->Coord[index].Y = y;
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if (!(flags & WOF_KEEPX)) pspr->Coord[index].X = (flags & WOF_ADD) ? pspr->Coord[index].X + x : x;
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if (!(flags & WOF_KEEPY)) pspr->Coord[index].Y = (flags & WOF_ADD) ? pspr->Coord[index].Y + y : y;
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if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true;
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return 0;
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}
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@ -729,16 +731,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayScale)
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if (!(flags & WOF_ZEROY) && wy == 0.0)
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wy = wx;
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if (!(flags & WOF_KEEPX))
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pspr->scalex = (flags & WOF_ADD) ? pspr->scalex + wx : wx;
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if (!(flags & WOF_KEEPY))
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pspr->scaley = (flags & WOF_ADD) ? pspr->scaley + wy : wy;
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if (!(flags & WOF_KEEPX)) pspr->scalex = (flags & WOF_ADD) ? pspr->scalex + wx : wx;
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if (!(flags & WOF_KEEPY)) pspr->scaley = (flags & WOF_ADD) ? pspr->scaley + wy : wy;
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if (!(flags & WOF_INTERPOLATE))
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{
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pspr->oldscalex = pspr->scalex;
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pspr->oldscaley = pspr->scaley;
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}
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if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true;
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return 0;
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}
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@ -761,13 +757,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayRotate)
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DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
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if (pspr == nullptr)
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return 0;
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if (pspr != nullptr)
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{
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pspr->rotation = (flags & WOF_ADD) ? pspr->rotation + degrees : degrees;
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if (!(flags & WOF_INTERPOLATE))
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pspr->oldrotation = degrees;
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if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true;
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}
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return 0;
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}
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@ -803,10 +797,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivot)
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wx = nx; wy = ny;
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}
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if (!(flags & WOF_KEEPX))
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pspr->px = (flags & WOF_ADD) ? pspr->px + wx : wx;
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if (!(flags & WOF_KEEPY))
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pspr->py = (flags & WOF_ADD) ? pspr->py + wy : wy;
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if (!(flags & WOF_KEEPX)) pspr->px = (flags & WOF_ADD) ? pspr->px + wx : wx;
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if (!(flags & WOF_KEEPY)) pspr->py = (flags & WOF_ADD) ? pspr->py + wy : wy;
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if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true;
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return 0;
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}
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@ -843,30 +837,17 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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wx = nx; wy = ny;
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}
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if (!(flags & WOF_KEEPX))
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if (!(flags & WOF_KEEPX)) psp->x = (flags & WOF_ADD) ? psp->x + wx : wx;
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if (!(flags & WOF_KEEPY)) psp->y = (flags & WOF_ADD) ? psp->y + wy : wy;
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if (flags & WOF_INTERPOLATE) psp->InterpolateTic = true;
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/*
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if (!(flags & (WOF_INTERPOLATE|WOF_ADD)))
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{
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if (flags & WOF_ADD)
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{
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psp->x += wx;
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}
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else
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{
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psp->x = wx;
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if (!(flags & WOF_INTERPOLATE)) psp->oldx = psp->x;
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}
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}
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if (!(flags & WOF_KEEPY))
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{
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if (flags & WOF_ADD)
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{
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psp->y += wy;
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}
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else
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{
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psp->y = wy;
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if (!(flags & WOF_INTERPOLATE)) psp->oldy = psp->y;
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}
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psp->oldx = psp->x;
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psp->oldy = psp->y;
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}
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*/
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}
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}
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@ -915,8 +896,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
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if (set)
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pspr->Flags |= flags;
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else
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{
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pspr->Flags &= ~flags;
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// This is the only way to shut off the temporary interpolation tic
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// in the event another mod is causing potential interference
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if (flags & PSPF_INTERPOLATE)
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pspr->ResetInterpolation();
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}
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return 0;
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}
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@ -1268,10 +1255,7 @@ void DPSprite::Serialize(FSerializer &arc)
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("py", py)
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("scalex", scalex)
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("scaley", scaley)
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("oldscalex", oldscalex)
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("oldscaley", oldscaley)
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("rotation", rotation)
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("oldrotation", oldrotation)
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("halign", HAlign)
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("valign", VAlign)
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("renderstyle_", Renderstyle); // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
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@ -72,6 +72,7 @@ enum PSPFlags
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PSPF_MIRROR = 1 << 9,
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PSPF_PLAYERTRANSLATED = 1 << 10,
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PSPF_PIVOTPERCENT = 1 << 11,
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PSPF_INTERPOLATE = 1 << 12,
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};
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enum PSPAlign
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@ -83,6 +84,11 @@ enum PSPAlign
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PSPA_RIGHT = 2
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};
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struct WeaponInterp
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{
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FVector2 v[4];
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};
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class DPSprite : public DObject
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{
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DECLARE_CLASS (DPSprite, DObject)
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@ -102,21 +108,21 @@ public:
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DPSprite* GetNext() { return Next; }
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AActor* GetCaller() { return Caller; }
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void SetCaller(AActor *newcaller) { Caller = newcaller; }
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void ResetInterpolation() { oldx = x; oldy = y; }
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void ResetInterpolation() { oldx = x; oldy = y; Prev = Vert; InterpolateTic = false; }
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void OnDestroy() override;
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std::pair<FRenderStyle, float> GetRenderStyle(FRenderStyle ownerstyle, double owneralpha);
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float GetYAdjust(bool fullscreen);
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int HAlign, VAlign; // Horizontal and vertical alignment
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bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
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double px, py; // pivot points
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double rotation; // How much rotation to apply.
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double oldrotation;
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double scalex, scaley; // Scale
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double oldscalex, oldscaley;
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double x, y, alpha;
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double oldx, oldy;
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DVector2 Coord[4];
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bool InterpolateTic;
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DVector2 Coord[4]; // Offsets
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WeaponInterp Prev; // Interpolation
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WeaponInterp Vert; // Current Position
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bool firstTic;
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int Tics;
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uint32_t Translation;
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@ -291,7 +291,7 @@ public:
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void GetDynSpriteLight(AActor *thing, particle_t *particle, float *out);
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void PreparePlayerSprites(sector_t * viewsector, area_t in_area);
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void PrepareTargeterSprites(WeaponPosition *weap);
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void PrepareTargeterSprites(double ticfrac);
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void UpdateCurrentMapSection();
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void SetViewMatrix(const FRotator &angles, float vx, float vy, float vz, bool mirror, bool planemirror);
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@ -169,26 +169,17 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
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{
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w.wx = (float)w.weapon->x;
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w.wy = (float)w.weapon->y;
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w.sx = (float)w.weapon->scalex;
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w.sy = (float)w.weapon->scaley;
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w.r = (float)w.weapon->rotation;
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}
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else
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{
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w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
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w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
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w.sx = (float)(w.weapon->oldscalex + (w.weapon->scalex - w.weapon->oldscalex) * ticFrac);
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w.sy = (float)(w.weapon->oldscaley + (w.weapon->scaley - w.weapon->oldscaley) * ticFrac);
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w.r = (float)(w.weapon->oldrotation + (w.weapon->rotation - w.weapon->oldrotation) * ticFrac);
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}
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}
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else
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{
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w.wx = 0;
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w.wy = 0;
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w.sx = 0;
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w.sy = 0;
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w.r = 0;
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}
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return w;
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}
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@ -204,8 +195,7 @@ static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac)
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if (psp->firstTic)
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{ // Can't interpolate the first tic.
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psp->firstTic = false;
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psp->oldx = psp->x;
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psp->oldy = psp->y;
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psp->ResetInterpolation();
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}
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float sx = float(psp->oldx + (psp->x - psp->oldx) * ticFrac);
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@ -416,7 +406,7 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
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//
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//==========================================================================
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bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, WeaponPosition *weap)
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bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, double ticfrac)
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{
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float tx;
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float scale;
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@ -444,13 +434,14 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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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 false; // off the right side
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// [MC] Disabled these because vertices can be manipulated now.
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//if (x1 > vw) return false; // off the right side
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x1 += viewwindowx;
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tx += r.width;
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x2 = tx * scalex + vw / 2;
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if (x2 < 0) return false; // off the left side
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//if (x2 < 0) return false; // off the left side
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x2 += viewwindowx;
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// killough 12/98: fix psprite positioning problem
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@ -476,29 +467,22 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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v2 = spi.GetSpriteVB();
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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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// [MC] Code copied from DTA_Rotate.
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// Big thanks to IvanDobrovski who helped me modify this.
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FVector2 c[4];
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c[0] = FVector2(x1, y1);
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c[1] = FVector2(x1, y2);
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c[2] = FVector2(x2, y1);
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c[3] = FVector2(x2, y2);
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WeaponInterp Vert;
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Vert.v[0] = FVector2(x1, y1);
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Vert.v[1] = FVector2(x1, y2);
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Vert.v[2] = FVector2(x2, y1);
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Vert.v[3] = FVector2(x2, y2);
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for (int i = 0; i < 4; i++)
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{
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const float cx = (flip) ? -psp->Coord[i].X : psp->Coord[i].X;
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c[i] += FVector2(cx * scalex, psp->Coord[i].Y * scale);
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Vert.v[i] += FVector2(cx * scalex, psp->Coord[i].Y * scale);
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}
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if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
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{
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// Nothing to draw in this case.
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if (psp->scalex == 0.0 || psp->scaley == 0.0)
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return false;
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// [MC] Sets up the alignment for starting the pivot at, in a corner.
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float anchorx, anchory;
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switch (psp->VAlign)
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@ -546,17 +530,42 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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// Now adjust the position, rotation and scale of the image based on the latter two.
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for (int i = 0; i < 4; i++)
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{
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c[i] -= {xcenter, ycenter};
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const float xx = xcenter + psp->scalex * (c[i].X * cosang + c[i].Y * sinang);
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const float yy = ycenter - psp->scaley * (c[i].X * sinang - c[i].Y * cosang);
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c[i] = {xx, yy};
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Vert.v[i] -= {xcenter, ycenter};
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const float xx = xcenter + psp->scalex * (Vert.v[i].X * cosang + Vert.v[i].Y * sinang);
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const float yy = ycenter - psp->scaley * (Vert.v[i].X * sinang - Vert.v[i].Y * cosang);
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Vert.v[i] = {xx, yy};
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}
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}
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psp->Vert = Vert;
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if (psp->scalex == 0.0 || psp->scaley == 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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{
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FVector2 t = Vert.v[i];
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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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verts.first[0].Set(c[0].X, c[0].Y, 0, u1, v1);
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verts.first[1].Set(c[1].X, c[1].Y, 0, u1, v2);
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verts.first[2].Set(c[2].X, c[2].Y, 0, u2, v1);
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verts.first[3].Set(c[3].X, c[3].Y, 0, u2, v2);
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if (!vertsOnScreen)
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return false;
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auto verts = screen->mVertexData->AllocVertices(4);
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mx = verts.second;
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verts.first[0].Set(Vert.v[0].X, Vert.v[0].Y, 0, u1, v1);
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verts.first[1].Set(Vert.v[1].X, Vert.v[1].Y, 0, u1, v2);
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verts.first[2].Set(Vert.v[2].X, Vert.v[2].Y, 0, u2, v1);
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verts.first[3].Set(Vert.v[3].X, Vert.v[3].Y, 0, u2, v2);
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texture = tex;
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return true;
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@ -637,12 +646,12 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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}
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else
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||||
{
|
||||
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, &weap)) continue;
|
||||
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, vp.TicFrac)) continue;
|
||||
}
|
||||
hudsprites.Push(hudsprite);
|
||||
}
|
||||
lightmode = oldlightmode;
|
||||
PrepareTargeterSprites(&weap);
|
||||
PrepareTargeterSprites(vp.TicFrac);
|
||||
}
|
||||
|
||||
|
||||
|
@ -652,7 +661,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void HWDrawInfo::PrepareTargeterSprites(WeaponPosition *weap)
|
||||
void HWDrawInfo::PrepareTargeterSprites(double ticfrac)
|
||||
{
|
||||
AActor * playermo = players[consoleplayer].camera;
|
||||
player_t * player = playermo->player;
|
||||
|
@ -685,7 +694,7 @@ void HWDrawInfo::PrepareTargeterSprites(WeaponPosition *weap)
|
|||
{
|
||||
hudsprite.weapon = psp;
|
||||
|
||||
if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player, weap))
|
||||
if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player, ticfrac))
|
||||
{
|
||||
hudsprites.Push(hudsprite);
|
||||
}
|
||||
|
|
|
@ -15,8 +15,6 @@ struct WeaponPosition
|
|||
{
|
||||
float wx, wy;
|
||||
float bobx, boby;
|
||||
float sx, sy;
|
||||
float r;
|
||||
DPSprite *weapon;
|
||||
};
|
||||
|
||||
|
@ -49,6 +47,6 @@ struct HUDSprite
|
|||
|
||||
void SetBright(bool isbelow);
|
||||
bool GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &light);
|
||||
bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, WeaponPosition *weap);
|
||||
bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, double ticfrac);
|
||||
|
||||
};
|
||||
|
|
|
@ -2565,17 +2565,15 @@ class PSprite : Object native play
|
|||
native double py;
|
||||
native double scalex;
|
||||
native double scaley;
|
||||
native double oldscalex;
|
||||
native double oldscaley;
|
||||
native double rotation;
|
||||
native double oldrotation;
|
||||
native int HAlign, VAlign;
|
||||
native Vector2 Coord0;
|
||||
native Vector2 Coord0; // [MC] Not the actual coordinates. Just the offsets by A_OverlayVertexOffset.
|
||||
native Vector2 Coord1;
|
||||
native Vector2 Coord2;
|
||||
native Vector2 Coord3;
|
||||
native double alpha;
|
||||
native Bool firstTic;
|
||||
native bool InterpolateTic;
|
||||
native int Tics;
|
||||
native uint Translation;
|
||||
native bool bAddWeapon;
|
||||
|
@ -2586,6 +2584,7 @@ class PSprite : Object native play
|
|||
native bool bMirror;
|
||||
native bool bPlayerTranslated;
|
||||
native bool bPivotPercent;
|
||||
native bool bInterpolate;
|
||||
|
||||
native void SetState(State newstate, bool pending = false);
|
||||
|
||||
|
|
|
@ -713,6 +713,7 @@ enum EPSpriteFlags
|
|||
PSPF_MIRROR = 1 << 9,
|
||||
PSPF_PLAYERTRANSLATED = 1 << 10,
|
||||
PSPF_PIVOTPERCENT = 1 << 11,
|
||||
PSPF_INTERPOLATE = 1 << 12,
|
||||
};
|
||||
|
||||
// Alignment constants for A_OverlayPivotAlign
|
||||
|
|
Loading…
Reference in a new issue