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In camera viewscreen tiles, also draw upper and lower TROR levels. Works
in any renderer because it's drawn with the software one... Also add a hack to make Polymer realize that viewscreen tiles can change each tic so that they don't show a static image anymore. git-svn-id: https://svn.eduke32.com/eduke32@2021 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -560,7 +560,11 @@ void G_SetupCamTile(int32_t i,int32_t wn)
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//if (waloff[wn] == 0) loadtile(wn);
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//if (waloff[wn] == 0) loadtile(wn);
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setviewtotile(wn,tilesizy[wn],tilesizx[wn]);
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setviewtotile(wn,tilesizy[wn],tilesizx[wn]);
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yax_preparedrawrooms();
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drawrooms(SX,SY,SZ,SA,100+sprite[i].shade,SECT);
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drawrooms(SX,SY,SZ,SA,100+sprite[i].shade,SECT);
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// g_yax_smoothratio?
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yax_drawrooms(G_AnalyzeSprites, 100+sprite[i].shade, SECT);
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display_mirror = 1;
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display_mirror = 1;
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G_DoSpriteAnimations(SX,SY,SA,65536L);
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G_DoSpriteAnimations(SX,SY,SA,65536L);
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display_mirror = 0;
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display_mirror = 0;
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@ -383,6 +383,11 @@ void G_AnimateCamSprite(void)
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allocatepermanenttile(TILE_VIEWSCR,tilesizx[PN],tilesizy[PN]);
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allocatepermanenttile(TILE_VIEWSCR,tilesizx[PN],tilesizy[PN]);
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else walock[TILE_VIEWSCR] = 255;
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else walock[TILE_VIEWSCR] = 255;
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G_SetupCamTile(OW,/*PN*/TILE_VIEWSCR);
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G_SetupCamTile(OW,/*PN*/TILE_VIEWSCR);
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#ifdef POLYMER
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// HACK: force texture update on viewscreen sprite in Polymer!
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if (rendmode==4)
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sprite[i].filler ^= (1<<1);
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#endif
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}
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}
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}
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}
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else T1++;
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else T1++;
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