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Give sprite cstat bit 2048 (NOSHADE, Mapster32 key [N]) a macro name.
git-svn-id: https://svn.eduke32.com/eduke32@4350 1a8010ca-5511-0410-912e-c29ae57300e0
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4 changed files with 12 additions and 6 deletions
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@ -379,7 +379,9 @@ enum {
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// bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
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// bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
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// bit 9: 1 = Transluscence reversing, 0 = normal "T"
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// bit 9: 1 = Transluscence reversing, 0 = normal "T"
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// bit 10: reserved (in use by a renderer hack, see CSTAT_SPRITE_MDHACK)
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// bit 10: reserved (in use by a renderer hack, see CSTAT_SPRITE_MDHACK)
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// bit 11: 1 = determine shade based only on its own shade member (see CON's spritenoshade command)
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// bit 11: 1 = determine shade based only on its own shade member (see CON's spritenoshade command), i.e.
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// don't take over shade from parallaxed ceiling/nonparallaxed floor
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// (NOTE: implemented on the game side)
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// bit 12: reserved
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// bit 12: reserved
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// bit 13: 1 = does not cast shadow
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// bit 13: 1 = does not cast shadow
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// bit 14: 1 = invisible but casts shadow
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// bit 14: 1 = invisible but casts shadow
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@ -6294,8 +6294,9 @@ static void Keys3d(void)
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{
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{
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if (AIMING_AT_SPRITE)
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if (AIMING_AT_SPRITE)
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{
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{
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sprite[searchwall].cstat ^= 2048;
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sprite[searchwall].cstat ^= CSTAT_SPRITE_NOSHADE;
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message("Sprite %d spritenoshade bit: %s", searchwall, ONOFF(sprite[searchwall].cstat&2048));
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message("Sprite %d spritenoshade bit: %s", searchwall,
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ONOFF(sprite[searchwall].cstat&CSTAT_SPRITE_NOSHADE));
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}
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}
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}
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}
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@ -10981,7 +10982,7 @@ void ExtAnalyzeSprites(int32_t ourx, int32_t oury, int32_t oura, int32_t smoothr
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tspr->pal = fpal;
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tspr->pal = fpal;
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// 2nd and 3rd rule minus "actor condition"
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// 2nd and 3rd rule minus "actor condition"
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if (!wallaligned && (tspr->cstat&2048)==0)
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if (!wallaligned && (tspr->cstat&CSTAT_SPRITE_NOSHADE)==0)
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{
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{
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if (sector[tspr->sectnum].ceilingstat&1)
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if (sector[tspr->sectnum].ceilingstat&1)
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sh = sector[tspr->sectnum].ceilingshade;
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sh = sector[tspr->sectnum].ceilingshade;
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@ -7234,7 +7234,7 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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continue;
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continue;
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}
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}
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if (A_CheckSpriteFlags(t->owner,SPRITE_NOSHADE) || (t->cstat&2048))
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if (A_CheckSpriteFlags(t->owner, SPRITE_NOSHADE) || (t->cstat&CSTAT_SPRITE_NOSHADE))
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l = sprite[t->owner].shade;
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l = sprite[t->owner].shade;
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else
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else
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{
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{
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@ -155,7 +155,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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// bit 8: 1 = Blocking sprite (use with hitscan) "H"
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// bit 8: 1 = Blocking sprite (use with hitscan) "H"
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// bit 9: reserved
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// bit 9: reserved
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// bit 10: reserved
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// bit 10: reserved
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// bit 11: reserved
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// bit 11: 1 = determine shade based only on its own shade member (see CON's spritenoshade command), i.e.
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// don't take over shade from parallaxed ceiling/nonparallaxed floor
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// (NOTE: implemented on the game side)
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// bit 12: reserved
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// bit 12: reserved
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// bit 13: reserved
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// bit 13: reserved
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// bit 14: reserved
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// bit 14: reserved
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@ -172,6 +174,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define CSTAT_SPRITE_YCENTER BIT(7)
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#define CSTAT_SPRITE_YCENTER BIT(7)
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#define CSTAT_SPRITE_BLOCK_HITSCAN BIT(8)
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#define CSTAT_SPRITE_BLOCK_HITSCAN BIT(8)
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#define CSTAT_SPRITE_TRANS_FLIP BIT(9)
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#define CSTAT_SPRITE_TRANS_FLIP BIT(9)
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#define CSTAT_SPRITE_NOSHADE BIT(11)
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#define CSTAT_SPRITE_INVISIBLE BIT(15)
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#define CSTAT_SPRITE_INVISIBLE BIT(15)
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