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Add CSTAT_SPRITE_ALIGNMENT_MASK. It's identical to CSTAT_SPRITE_ALIGNMENT_SLAB, but should be used in cases where you're checking either CSTAT_SPRITE_ALIGNMENT_WALL or CSTAT_SPRITE_ALIGNMENT_FLOOR rather than checking for a slab (voxel).
git-svn-id: https://svn.eduke32.com/eduke32@7129 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 9 additions and 7 deletions
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@ -132,6 +132,8 @@ enum
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CSTAT_SPRITE_ALIGNMENT_WALL = 1u<<4u,
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CSTAT_SPRITE_ALIGNMENT_FLOOR = 1u<<5u,
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CSTAT_SPRITE_ALIGNMENT_SLAB = 1u<<4u | 1u<<5u,
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CSTAT_SPRITE_ALIGNMENT_MASK = 1u<<4u | 1u<<5u,
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};
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#endif
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@ -11855,9 +11855,9 @@ restart_grand:
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#endif
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vec2_t v1 = *(vec2_t *)&sprite[j];
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switch (cstat&48)
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switch (cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
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{
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case 0:
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case CSTAT_SPRITE_ALIGNMENT_FACING:
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{
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int32_t k = walldist+(sprite[j].clipdist<<2)+1;
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if ((klabs(v1.x-pos->x) <= k) && (klabs(v1.y-pos->y) <= k))
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@ -11869,7 +11869,7 @@ restart_grand:
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break;
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}
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case 16:
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case CSTAT_SPRITE_ALIGNMENT_WALL:
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{
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vec2_t v2;
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get_wallspr_points((uspritetype *)&sprite[j], &v1.x, &v2.x, &v1.y, &v2.y);
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@ -11884,7 +11884,7 @@ restart_grand:
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break;
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}
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case 32:
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case CSTAT_SPRITE_ALIGNMENT_FLOOR:
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{
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daz = sprite[j].z; daz2 = daz;
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