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Remove camera distance from the calculation for how much to offset sprites to avoid z buffer fighting.
git-svn-id: https://svn.eduke32.com/eduke32@5945 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 2 additions and 3 deletions
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@ -4348,9 +4348,8 @@ int32_t polymost_lintersect(int32_t x1, int32_t y1, int32_t x2, int32_t y2,
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return rv;
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}
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#define TSPR_OFFSET(tspr) \
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(((FindDistance2D((tspr->x - globalposx), (tspr->y - globalposy)) >> 3) * .0002f) \
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+ ((tspr->owner != -1 ? tspr->owner & 63 : 0) * .0002f))
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#define TSPR_OFFSET_FACTOR .0002f
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#define TSPR_OFFSET(tspr) (TSPR_OFFSET_FACTOR + ((tspr->owner != -1 ? tspr->owner & 63 : 0) * TSPR_OFFSET_FACTOR))
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void polymost_drawsprite(int32_t snum)
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{
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