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game.c: read sprites-on-screen count for DNDEBUG at end of G_DoSpriteAnimations.
Because that function might have inserted tsprites itself, e.g. for the fake floor shadow. Also add one "spritesortcnt < MAXSPRITESONSCREEN" bound check in legacy ROR code. git-svn-id: https://svn.eduke32.com/eduke32@3952 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 12 additions and 5 deletions
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@ -4131,7 +4131,7 @@ static void G_SE40(int32_t smoothratio)
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{
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int32_t k = headspritesect[sp->sectnum];
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while (k != -1)
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while (k != -1 && spritesortcnt < MAXSPRITESONSCREEN)
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{
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if (sprite[k].picnum != SECTOREFFECTOR && (sprite[k].z >= sp->z))
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{
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@ -7066,11 +7066,13 @@ void G_DoSpriteAnimations(int32_t ourx, int32_t oury, int32_t oura, int32_t smoo
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int32_t j, k, p, sect;
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intptr_t l;
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#ifdef DEBUGGINGAIDS
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g_spriteStat.numonscreen = spritesortcnt;
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#endif
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if (spritesortcnt == 0)
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{
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#ifdef DEBUGGINGAIDS
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g_spriteStat.numonscreen = 0;
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#endif
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return;
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}
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ror_sprite = -1;
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@ -7684,6 +7686,7 @@ PALONLY:
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#if !defined LUNATIC
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skip:
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#endif
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// Night vision goggles tsprite tinting.
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// XXX: Currently, for the splitscreen mod, sprites will be pal6-colored iff the first
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// player has nightvision on. We should pass stuff like "from which player is this view
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// supposed to be" as parameters ("drawing context") instead of relying on globals.
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@ -7694,6 +7697,7 @@ skip:
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t->shade = 0;
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}
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// Fake floor shadow, implemented by inserting a new tsprite.
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if (s->statnum == STAT_DUMMYPLAYER || A_CheckEnemySprite(s) || A_CheckSpriteFlags(t->owner,SPRITE_SHADOW) || (s->picnum == APLAYER && s->owner >= 0))
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if (t->statnum != TSPR_TEMP && s->picnum != EXPLOSION2 && s->picnum != HANGLIGHT && s->picnum != DOMELITE && s->picnum != HOTMEAT)
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{
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@ -7894,6 +7898,9 @@ skip:
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if (G_HaveEvent(EVENT_ANIMATEALLSPRITES))
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VM_OnEvent(EVENT_ANIMATEALLSPRITES, -1, -1, -1, 0);
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#endif
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#ifdef DEBUGGINGAIDS
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g_spriteStat.numonscreen = spritesortcnt;
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#endif
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}
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