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https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 21:31:03 +00:00
- made camsprite an actor variable.
This commit is contained in:
parent
25c93e65fc
commit
083454986b
7 changed files with 17 additions and 20 deletions
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@ -1301,12 +1301,12 @@ static void moveviewscreen(DDukeActor* actor)
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{
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{
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#if 0
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#if 0
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if (actor->s.yvel == 1)
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if (actor->s.yvel == 1)
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camsprite = i;
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camsprite = actor;
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#endif
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#endif
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}
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}
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else if (camsprite != -1 && actor->temp_data[0] == 1)
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else if (camsprite != nullptr && actor->temp_data[0] == 1)
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{
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{
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camsprite = -1;
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camsprite = nullptr;
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actor->s.yvel = 0;
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actor->s.yvel = 0;
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actor->temp_data[0] = 0;
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actor->temp_data[0] = 0;
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}
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}
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@ -259,14 +259,14 @@ void animatesprites_d(int x, int y, int a, int smoothratio)
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continue;
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continue;
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case VIEWSCREEN:
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case VIEWSCREEN:
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case VIEWSCREEN2:
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case VIEWSCREEN2:
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if (camsprite >= 0 && h->GetOwner()->temp_data[0] == 1)
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if (camsprite != nullptr && h->GetOwner()->temp_data[0] == 1)
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{
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{
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t->picnum = STATIC;
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t->picnum = STATIC;
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t->cstat |= (rand() & 12);
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t->cstat |= (rand() & 12);
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t->xrepeat += 8;
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t->xrepeat += 8;
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t->yrepeat += 8;
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t->yrepeat += 8;
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}
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}
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else if (camsprite >= 0)
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else if (camsprite != nullptr)
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{
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{
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t->picnum = TILE_VIEWSCR;
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t->picnum = TILE_VIEWSCR;
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}
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}
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@ -84,7 +84,7 @@ animwalltype animwall[MAXANIMWALLS];
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int numanimwalls;
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int numanimwalls;
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int animatecnt;
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int animatecnt;
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int numclouds;
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int numclouds;
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int camsprite;
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DDukeActor* camsprite;
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int numcyclers;
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int numcyclers;
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int earthquaketime;
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int earthquaketime;
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int freezerhurtowner;
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int freezerhurtowner;
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@ -70,7 +70,7 @@ extern animwalltype animwall[MAXANIMWALLS];
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extern int numanimwalls;
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extern int numanimwalls;
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extern int animatecnt;
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extern int animatecnt;
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extern int numclouds;
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extern int numclouds;
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extern int camsprite;
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extern DDukeActor* camsprite;
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extern int numcyclers;
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extern int numcyclers;
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extern int earthquaketime;
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extern int earthquaketime;
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extern int freezerhurtowner;
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extern int freezerhurtowner;
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@ -418,7 +418,7 @@ void resetprestat(int snum,int g)
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paused = 0;
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paused = 0;
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ud.cameraactor =nullptr;
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ud.cameraactor =nullptr;
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tempwallptr = 0;
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tempwallptr = 0;
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camsprite =-1;
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camsprite =nullptr;
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earthquaketime = 0;
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earthquaketime = 0;
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WindTime = 0;
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WindTime = 0;
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@ -742,8 +742,8 @@ void resettimevars(void)
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{
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{
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cloudclock = 0;
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cloudclock = 0;
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ud.levelclock = 0;
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ud.levelclock = 0;
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if (camsprite >= 0)
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if (camsprite != nullptr)
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hittype[camsprite].temp_data[0] = 0;
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camsprite->temp_data[0] = 0;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -273,18 +273,15 @@ void animatecamsprite(double smoothratio)
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{
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{
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const int VIEWSCREEN_ACTIVE_DISTANCE = 8192;
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const int VIEWSCREEN_ACTIVE_DISTANCE = 8192;
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if (camsprite < 0)
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if (camsprite == nullptr)
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return;
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return;
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int spriteNum = camsprite;
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auto p = &ps[screenpeek];
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auto p = &ps[screenpeek];
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auto act = &hittype[spriteNum];
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auto sp = &camsprite->s;
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auto sp = &act->s;
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if (p->newOwner != nullptr) act->SetOwner(p->newOwner);
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if (p->newOwner != nullptr) camsprite->SetOwner(p->newOwner);
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if (act->GetOwner() && dist(p->GetActor(), act) < VIEWSCREEN_ACTIVE_DISTANCE)
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if (camsprite->GetOwner() && dist(p->GetActor(), camsprite) < VIEWSCREEN_ACTIVE_DISTANCE)
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{
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{
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auto tex = tileGetTexture(sp->picnum);
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auto tex = tileGetTexture(sp->picnum);
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TileFiles.MakeCanvas(TILE_VIEWSCR, tex->GetDisplayWidth(), tex->GetDisplayHeight());
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TileFiles.MakeCanvas(TILE_VIEWSCR, tex->GetDisplayWidth(), tex->GetDisplayHeight());
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@ -294,8 +291,8 @@ void animatecamsprite(double smoothratio)
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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{
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{
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auto camera = &act->GetOwner()->s;
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auto camera = &camsprite->GetOwner()->s;
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auto ang = getcamspriteang(act->GetOwner(), smoothratio);
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auto ang = getcamspriteang(camsprite->GetOwner(), smoothratio);
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// Note: no ROR or camera here for now - the current setup has no means to detect these things before rendering the scene itself.
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// Note: no ROR or camera here for now - the current setup has no means to detect these things before rendering the scene itself.
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drawrooms(camera->x, camera->y, camera->z, ang, 100 + camera->shade, camera->sectnum); // why 'shade'...?
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drawrooms(camera->x, camera->y, camera->z, ang, 100 + camera->shade, camera->sectnum); // why 'shade'...?
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display_mirror = 1; // should really be 'display external view'.
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display_mirror = 1; // should really be 'display external view'.
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@ -1710,7 +1710,7 @@ void checksectors_d(int snum)
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neartagsprite->SetOwner(acti);
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neartagsprite->SetOwner(acti);
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neartagsprite->s.yvel = 1;
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neartagsprite->s.yvel = 1;
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camsprite = neartagsprite->GetIndex();
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camsprite = neartagsprite;
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j = p->cursectnum;
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j = p->cursectnum;
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