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Fix stupid bug with sprite shadows in Polymost
git-svn-id: https://svn.eduke32.com/eduke32@7789 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 4 additions and 5 deletions
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@ -4268,7 +4268,6 @@ skip:
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tsprShadow->z = shadowZ;
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tsprShadow->z = shadowZ;
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tsprShadow->pal = ud.shadow_pal;
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tsprShadow->pal = ud.shadow_pal;
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#ifdef USE_OPENGL
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#ifdef USE_OPENGL
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if (videoGetRenderMode() >= REND_POLYMOST)
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if (videoGetRenderMode() >= REND_POLYMOST)
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{
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{
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@ -4282,11 +4281,11 @@ skip:
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}
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}
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else
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else
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{
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{
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int const ii
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int const camang = display_mirror ? ((2048 - fix16_to_int(CAMERA(q16ang))) & 2047) : fix16_to_int(CAMERA(q16ang));
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= getangle(tsprShadow->x - g_player[screenpeek].ps->pos.x, tsprShadow->y - g_player[screenpeek].ps->pos.y);
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vec2_t const ofs = { sintable[(camang+512)&2047]>>11, sintable[(camang)&2047]>>11};
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tsprShadow->x += sintable[(ii+2560)&2047]>>9;
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tsprShadow->x += ofs.x;
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tsprShadow->y += sintable[(ii+2048)&2047]>>9;
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tsprShadow->y += ofs.y;
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}
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}
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}
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}
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#endif
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#endif
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