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engine: in texel-hitscan wall-aligned sprites, consider engine-side animation.
Whether a sprite is considered for texel-hitscan is determined on the base tile number, not the individual animated tile numbers. git-svn-id: https://svn.eduke32.com/eduke32@3404 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 3 additions and 1 deletions
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@ -11654,7 +11654,7 @@ restart_grand:
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case 16:
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case 16:
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{
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{
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int32_t ucoefup16;
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int32_t ucoefup16;
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const int32_t tilenum = spr->picnum;
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int32_t tilenum = spr->picnum;
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get_wallspr_points(spr, &x1, &x2, &y1, &y2);
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get_wallspr_points(spr, &x1, &x2, &y1, &y2);
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@ -11672,6 +11672,8 @@ restart_grand:
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{
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{
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if (picanm[tilenum].sf&PICANM_TEXHITSCAN_BIT)
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if (picanm[tilenum].sf&PICANM_TEXHITSCAN_BIT)
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{
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{
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DO_TILE_ANIM(tilenum, 0);
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if (!waloff[tilenum])
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if (!waloff[tilenum])
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loadtile(tilenum);
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loadtile(tilenum);
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