mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- removed a large bunch of Polymer code, which unfortunately is license poison.
This commit is contained in:
parent
95ba82b925
commit
cd55c21a5e
2 changed files with 4 additions and 521 deletions
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@ -300,7 +300,6 @@ void A_SpawnMultiple(int spriteNum, int tileNum, int spawnCnt);
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void resetlanepics(void);
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int G_SetInterpolation(int32_t *posptr);
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void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio);
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void G_ClearCameraView(DukePlayer_t *ps);
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void clearcamera(player_struct* ps);
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void G_DoInterpolations(int smoothRatio);
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@ -58,23 +58,6 @@ int32_t A_MoveSprite(int32_t spriteNum, vec3_t const * const change, uint32_t cl
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int32_t block_deletesprite = 0;
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#ifdef POLYMER
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static void A_DeleteLight(int32_t s)
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{
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if (actor[s].lightId >= 0)
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polymer_deletelight(actor[s].lightId);
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actor[s].lightId = -1;
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actor[s].lightptr = NULL;
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}
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void G_Polymer_UnInit(void)
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{
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int32_t i;
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for (i=0; i<MAXSPRITES; i++)
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A_DeleteLight(i);
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}
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#endif
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// deletesprite() game wrapper
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void A_DeleteSprite(int spriteNum)
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@ -94,13 +77,6 @@ void A_DeleteSprite(int spriteNum)
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if (sprite[spriteNum].picnum == TILE_MUSICANDSFX && actor[spriteNum].t_data[0] == 1)
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S_StopEnvSound(sprite[spriteNum].lotag, spriteNum);
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// NetAlloc
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//if (Net_IsRelevantSprite(spriteNum))
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//{
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// Net_DeleteSprite(spriteNum);
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// return;
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//}
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deletesprite(spriteNum);
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}
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@ -172,84 +148,6 @@ void A_MoveSector(int spriteNum)
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ms(spriteNum);
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}
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// NOTE: T5 is AC_ACTION_ID
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# define LIGHTRAD_PICOFS(i) (T5(i) ? ScriptCode[T5(i)] + ScriptCode[T5(i) + 2] * AC_CURFRAME(actor[i].t_data) : 0)
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// this is the same crap as in game.c's tspr manipulation. puke.
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// XXX: may access tilesizy out-of-bounds by bad user code.
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#define LIGHTRAD(spriteNum, s) (s->yrepeat * tilesiz[s->picnum + LIGHTRAD_PICOFS(spriteNum)].y)
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#define LIGHTRAD2(spriteNum, s) ((s->yrepeat + ((rand() % s->yrepeat)>>2)) * tilesiz[s->picnum + LIGHTRAD_PICOFS(spriteNum)].y)
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void G_AddGameLight(int lightRadius, int spriteNum, int zOffset, int lightRange, int lightColor, int lightPrio)
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{
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#ifdef POLYMER
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spritetype *s = &sprite[spriteNum];
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if (videoGetRenderMode() != REND_POLYMER || pr_lighting != 1)
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return;
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if (actor[spriteNum].lightptr == NULL)
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{
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#pragma pack(push, 1)
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_prlight mylight;
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#pragma pack(pop)
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Bmemset(&mylight, 0, sizeof(mylight));
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mylight.sector = s->sectnum;
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mylight.x = s->x;
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mylight.y = s->y;
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mylight.z = s->z - zOffset;
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mylight.color[0] = lightColor & 255;
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mylight.color[1] = (lightColor >> 8) & 255;
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mylight.color[2] = (lightColor >> 16) & 255;
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mylight.radius = lightRadius;
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actor[spriteNum].lightmaxrange = mylight.range = lightRange;
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mylight.priority = lightPrio;
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mylight.tilenum = 0;
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mylight.publicflags.emitshadow = 1;
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mylight.publicflags.negative = 0;
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actor[spriteNum].lightId = polymer_addlight(&mylight);
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if (actor[spriteNum].lightId >= 0)
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actor[spriteNum].lightptr = &prlights[actor[spriteNum].lightId];
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return;
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}
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s->z -= zOffset;
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if (lightRange<actor[spriteNum].lightmaxrange>> 1)
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actor[spriteNum].lightmaxrange = 0;
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if (lightRange > actor[spriteNum].lightmaxrange || lightPrio != actor[spriteNum].lightptr->priority ||
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Bmemcmp(&sprite[spriteNum], actor[spriteNum].lightptr, sizeof(int32_t) * 3))
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{
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if (lightRange > actor[spriteNum].lightmaxrange)
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actor[spriteNum].lightmaxrange = lightRange;
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Bmemcpy(actor[spriteNum].lightptr, &sprite[spriteNum], sizeof(int32_t) * 3);
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actor[spriteNum].lightptr->sector = s->sectnum;
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actor[spriteNum].lightptr->flags.invalidate = 1;
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}
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actor[spriteNum].lightptr->priority = lightPrio;
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actor[spriteNum].lightptr->range = lightRange;
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actor[spriteNum].lightptr->color[0] = lightColor & 255;
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actor[spriteNum].lightptr->color[1] = (lightColor >> 8) & 255;
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actor[spriteNum].lightptr->color[2] = (lightColor >> 16) & 255;
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s->z += zOffset;
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#else
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UNREFERENCED_PARAMETER(lightRadius);
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UNREFERENCED_PARAMETER(spriteNum);
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UNREFERENCED_PARAMETER(zOffset);
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UNREFERENCED_PARAMETER(lightRange);
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UNREFERENCED_PARAMETER(lightColor);
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UNREFERENCED_PARAMETER(lightPrio);
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#endif
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}
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int g_canSeePlayer = 0;
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@ -283,399 +181,6 @@ int G_WakeUp(spritetype *const pSprite, int const playerNum)
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static void G_DoEffectorLights(void) // STATNUM 14
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{
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#ifdef POLYMER
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int32_t i;
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for (SPRITES_OF(STAT_LIGHT, i))
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{
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switch (sprite[i].lotag)
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{
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case SE_49_POINT_LIGHT:
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{
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if (!actorflag(i, SFLAG_NOLIGHT) && videoGetRenderMode() == REND_POLYMER &&
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!(actorflag(i, SFLAG_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384))
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{
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if (actor[i].lightptr == NULL)
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{
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#pragma pack(push,1)
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_prlight mylight;
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#pragma pack(pop)
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mylight.sector = SECT(i);
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Bmemcpy(&mylight, &sprite[i], sizeof(int32_t) * 3);
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mylight.range = SHT(i);
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mylight.color[0] = sprite[i].xvel;
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mylight.color[1] = sprite[i].yvel;
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mylight.color[2] = sprite[i].zvel;
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mylight.radius = 0;
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mylight.angle = SA(i);
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mylight.horiz = SH(i);
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mylight.minshade = sprite[i].xoffset;
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mylight.maxshade = sprite[i].yoffset;
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mylight.tilenum = 0;
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mylight.publicflags.emitshadow = 0;
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mylight.publicflags.negative = !!(CS(i) & 128);
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if (CS(i) & 2)
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{
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if (CS(i) & 512)
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mylight.priority = PR_LIGHT_PRIO_LOW;
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else
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mylight.priority = PR_LIGHT_PRIO_HIGH;
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}
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else
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mylight.priority = PR_LIGHT_PRIO_MAX;
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actor[i].lightId = polymer_addlight(&mylight);
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if (actor[i].lightId >= 0)
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actor[i].lightptr = &prlights[actor[i].lightId];
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break;
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}
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if (Bmemcmp(&sprite[i], actor[i].lightptr, sizeof(int32_t) * 3))
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{
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Bmemcpy(actor[i].lightptr, &sprite[i], sizeof(int32_t) * 3);
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actor[i].lightptr->sector = sprite[i].sectnum;
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actor[i].lightptr->flags.invalidate = 1;
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}
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if (SHT(i) != actor[i].lightptr->range)
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{
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actor[i].lightptr->range = SHT(i);
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actor[i].lightptr->flags.invalidate = 1;
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}
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if ((sprite[i].xvel != actor[i].lightptr->color[0]) ||
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(sprite[i].yvel != actor[i].lightptr->color[1]) ||
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(sprite[i].zvel != actor[i].lightptr->color[2]))
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{
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actor[i].lightptr->color[0] = sprite[i].xvel;
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actor[i].lightptr->color[1] = sprite[i].yvel;
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actor[i].lightptr->color[2] = sprite[i].zvel;
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}
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if ((int)!!(CS(i) & 128) != actor[i].lightptr->publicflags.negative) {
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actor[i].lightptr->publicflags.negative = !!(CS(i) & 128);
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}
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}
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break;
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}
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case SE_50_SPOT_LIGHT:
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{
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if (!actorflag(i, SFLAG_NOLIGHT) && videoGetRenderMode() == REND_POLYMER &&
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!(actorflag(i, SFLAG_USEACTIVATOR) && sector[sprite[i].sectnum].lotag & 16384))
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{
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if (actor[i].lightptr == NULL)
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{
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#pragma pack(push,1)
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_prlight mylight;
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#pragma pack(pop)
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mylight.sector = SECT(i);
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Bmemcpy(&mylight, &sprite[i], sizeof(int32_t) * 3);
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mylight.range = SHT(i);
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mylight.color[0] = sprite[i].xvel;
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mylight.color[1] = sprite[i].yvel;
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mylight.color[2] = sprite[i].zvel;
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mylight.radius = (256-(SS(i)+128))<<1;
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mylight.faderadius = (int16_t)(mylight.radius * 0.75f);
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mylight.angle = SA(i);
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mylight.horiz = SH(i);
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mylight.minshade = sprite[i].xoffset;
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mylight.maxshade = sprite[i].yoffset;
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mylight.tilenum = actor[i].picnum;
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mylight.publicflags.emitshadow = !(CS(i) & 64);
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mylight.publicflags.negative = !!(CS(i) & 128);
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if (CS(i) & 2)
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{
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if (CS(i) & 512)
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mylight.priority = PR_LIGHT_PRIO_LOW;
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else
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mylight.priority = PR_LIGHT_PRIO_HIGH;
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}
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else
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mylight.priority = PR_LIGHT_PRIO_MAX;
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actor[i].lightId = polymer_addlight(&mylight);
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if (actor[i].lightId >= 0)
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{
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actor[i].lightptr = &prlights[actor[i].lightId];
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// Hack in case polymer_addlight tweaked the horiz value
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if (actor[i].lightptr->horiz != SH(i))
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SH(i) = actor[i].lightptr->horiz;
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}
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break;
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}
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if (Bmemcmp(&sprite[i], actor[i].lightptr, sizeof(int32_t) * 3))
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{
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Bmemcpy(actor[i].lightptr, &sprite[i], sizeof(int32_t) * 3);
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actor[i].lightptr->sector = sprite[i].sectnum;
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actor[i].lightptr->flags.invalidate = 1;
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}
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if (SHT(i) != actor[i].lightptr->range)
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{
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actor[i].lightptr->range = SHT(i);
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actor[i].lightptr->flags.invalidate = 1;
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}
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if ((sprite[i].xvel != actor[i].lightptr->color[0]) ||
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(sprite[i].yvel != actor[i].lightptr->color[1]) ||
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(sprite[i].zvel != actor[i].lightptr->color[2]))
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{
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actor[i].lightptr->color[0] = sprite[i].xvel;
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actor[i].lightptr->color[1] = sprite[i].yvel;
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actor[i].lightptr->color[2] = sprite[i].zvel;
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}
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if (((256-(SS(i)+128))<<1) != actor[i].lightptr->radius)
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{
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actor[i].lightptr->radius = (256-(SS(i)+128))<<1;
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actor[i].lightptr->faderadius = (int16_t)(actor[i].lightptr->radius * 0.75f);
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actor[i].lightptr->flags.invalidate = 1;
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}
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if (SA(i) != actor[i].lightptr->angle)
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{
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actor[i].lightptr->angle = SA(i);
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actor[i].lightptr->flags.invalidate = 1;
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}
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if (SH(i) != actor[i].lightptr->horiz)
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{
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actor[i].lightptr->horiz = SH(i);
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actor[i].lightptr->flags.invalidate = 1;
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}
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if ((int)!(CS(i) & 64) != actor[i].lightptr->publicflags.emitshadow) {
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actor[i].lightptr->publicflags.emitshadow = !(CS(i) & 64);
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}
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if ((int)!!(CS(i) & 128) != actor[i].lightptr->publicflags.negative) {
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actor[i].lightptr->publicflags.negative = !!(CS(i) & 128);
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}
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actor[i].lightptr->tilenum = actor[i].picnum;
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}
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break;
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}
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}
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}
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#endif // POLYMER
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}
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#ifdef POLYMER
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static void A_DoLight(int spriteNum)
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{
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spritetype *const pSprite = &sprite[spriteNum];
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int savedFires = 0;
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if (((sector[pSprite->sectnum].floorz - sector[pSprite->sectnum].ceilingz) < 16) || pSprite->z > sector[pSprite->sectnum].floorz || pSprite->z > actor[spriteNum].floorz ||
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(pSprite->picnum != TILE_SECTOREFFECTOR && ((pSprite->cstat & 32768) || pSprite->yrepeat < 4)) ||
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actorflag(spriteNum, SFLAG_NOLIGHT) || (actorflag(spriteNum, SFLAG_USEACTIVATOR) && sector[pSprite->sectnum].lotag & 16384))
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{
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if (actor[spriteNum].lightptr != NULL)
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A_DeleteLight(spriteNum);
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}
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else
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{
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if (actor[spriteNum].lightptr != NULL && actor[spriteNum].lightcount)
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{
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if (!(--actor[spriteNum].lightcount))
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A_DeleteLight(spriteNum);
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}
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if (pr_lighting != 1)
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return;
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for (bsize_t ii=0; ii<2; ii++)
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{
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if (pSprite->picnum <= 0) // oob safety
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break;
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switch (DYNAMICTILEMAP(pSprite->picnum-1+ii))
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{
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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case DIPSWITCH3__STATIC:
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case PULLSWITCH__STATIC:
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case SLOTDOOR__STATIC:
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case LIGHTSWITCH__STATIC:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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{
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if ((pSprite->cstat & 32768) || actorflag(spriteNum, SFLAG_NOLIGHT))
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{
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if (actor[spriteNum].lightptr != NULL)
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A_DeleteLight(spriteNum);
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break;
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}
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vec2_t const d = { sintable[(pSprite->ang+512)&2047]>>7, sintable[(pSprite->ang)&2047]>>7 };
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pSprite->x += d.x;
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pSprite->y += d.y;
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int16_t sectnum = pSprite->sectnum;
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updatesector(pSprite->x, pSprite->y, §num);
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if ((unsigned) sectnum >= MAXSECTORS || pSprite->z > sector[sectnum].floorz || pSprite->z < sector[sectnum].ceilingz)
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goto TILE_POOP;
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G_AddGameLight(0, spriteNum, (pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1, 512-ii*128,
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ii==0 ? (172+(200<<8)+(104<<16)) : 216+(52<<8)+(20<<16), PR_LIGHT_PRIO_LOW);
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TILE_POOP:
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pSprite->x -= d.x;
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pSprite->y -= d.y;
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}
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break;
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}
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}
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switch (DYNAMICTILEMAP(pSprite->picnum))
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{
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case ATOMICHEALTH__STATIC:
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G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteNum, pSprite), 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
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break;
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case FIRE__STATIC:
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case FIRE2__STATIC:
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case BURNING__STATIC:
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case BURNING2__STATIC:
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{
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uint32_t color;
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int32_t jj;
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static int32_t savedfires[32][4]; // sectnum x y z
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/*
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if (Actor[i].floorz - Actor[i].ceilingz < 128) break;
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if (s->z > Actor[i].floorz+2048) break;
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*/
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switch (pSprite->pal)
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{
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case 1: color = 128+(128<<8)+(255<<16); break;
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case 2: color = 255+(48<<8)+(48<<16); break;
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case 8: color = 48+(255<<8)+(48<<16); break;
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default: color = 240+(160<<8)+(80<<16); break;
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}
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for (jj=savedFires-1; jj>=0; jj--)
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if (savedfires[jj][0]==pSprite->sectnum && savedfires[jj][1]==(pSprite->x>>3) &&
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savedfires[jj][2]==(pSprite->y>>3) && savedfires[jj][3]==(pSprite->z>>7))
|
||||
break;
|
||||
|
||||
if (jj==-1 && savedFires<32)
|
||||
{
|
||||
jj = savedFires;
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD2(spriteNum, pSprite), color, PR_LIGHT_PRIO_HIGH_GAME);
|
||||
savedfires[jj][0] = pSprite->sectnum;
|
||||
savedfires[jj][1] = pSprite->x>>3;
|
||||
savedfires[jj][2] = pSprite->y>>3;
|
||||
savedfires[jj][3] = pSprite->z>>7;
|
||||
savedFires++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case OOZFILTER__STATIC:
|
||||
if (pSprite->xrepeat > 4)
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 4096, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
|
||||
break;
|
||||
case FLOORFLAME__STATIC:
|
||||
case FIREBARREL__STATIC:
|
||||
case FIREVASE__STATIC:
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<2), LIGHTRAD2(spriteNum, pSprite)>>1, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
|
||||
break;
|
||||
|
||||
case EXPLOSION2__STATIC:
|
||||
if (!actor[spriteNum].lightcount)
|
||||
{
|
||||
// XXX: This block gets CODEDUP'd too much.
|
||||
int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
|
||||
int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
|
||||
|
||||
pSprite->x -= x;
|
||||
pSprite->y -= y;
|
||||
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 240+(160<<8)+(80<<16),
|
||||
pSprite->yrepeat > 32 ? PR_LIGHT_PRIO_HIGH_GAME : PR_LIGHT_PRIO_LOW_GAME);
|
||||
|
||||
pSprite->x += x;
|
||||
pSprite->y += y;
|
||||
}
|
||||
break;
|
||||
case FORCERIPPLE__STATIC:
|
||||
case TRANSPORTERBEAM__STATIC:
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 80+(80<<8)+(255<<16),PR_LIGHT_PRIO_LOW_GAME);
|
||||
break;
|
||||
case GROWSPARK__STATIC:
|
||||
{
|
||||
int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
|
||||
int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
|
||||
|
||||
pSprite->x -= x;
|
||||
pSprite->y -= y;
|
||||
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 1024, 216+(52<<8)+(20<<16),PR_LIGHT_PRIO_HIGH_GAME);
|
||||
|
||||
pSprite->x += x;
|
||||
pSprite->y += y;
|
||||
}
|
||||
break;
|
||||
case SHRINKEREXPLOSION__STATIC:
|
||||
{
|
||||
int32_t x = ((sintable[(pSprite->ang+512)&2047])>>6);
|
||||
int32_t y = ((sintable[(pSprite->ang)&2047])>>6);
|
||||
|
||||
pSprite->x -= x;
|
||||
pSprite->y -= y;
|
||||
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 2048, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
|
||||
|
||||
pSprite->x += x;
|
||||
pSprite->y += y;
|
||||
}
|
||||
break;
|
||||
case FREEZEBLAST__STATIC:
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite)<<2, 72+(88<<8)+(140<<16),PR_LIGHT_PRIO_HIGH_GAME);
|
||||
break;
|
||||
case COOLEXPLOSION1__STATIC:
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite)<<2, 128+(0<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
|
||||
break;
|
||||
case SHRINKSPARK__STATIC:
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), LIGHTRAD(spriteNum, pSprite), 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
|
||||
break;
|
||||
case FIRELASER__STATIC:
|
||||
if (pSprite->statnum == STAT_PROJECTILE)
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 64 * pSprite->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
|
||||
break;
|
||||
case RPG__STATIC:
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 128 * pSprite->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
|
||||
break;
|
||||
case SHOTSPARK1__STATIC:
|
||||
if (actor[spriteNum].t_data[2] == 0) // check for first frame of action
|
||||
{
|
||||
int32_t x = ((sintable[(pSprite->ang+512)&2047])>>7);
|
||||
int32_t y = ((sintable[(pSprite->ang)&2047])>>7);
|
||||
|
||||
pSprite->x -= x;
|
||||
pSprite->y -= y;
|
||||
|
||||
G_AddGameLight(0, spriteNum, ((pSprite->yrepeat*tilesiz[pSprite->picnum].y)<<1), 8 * pSprite->yrepeat, 240+(160<<8)+(80<<16),PR_LIGHT_PRIO_LOW_GAME);
|
||||
actor[spriteNum].lightcount = 1;
|
||||
|
||||
pSprite->x += x;
|
||||
pSprite->y += y;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // POLYMER
|
||||
|
||||
void A_PlayAlertSound(int spriteNum)
|
||||
{
|
||||
|
@ -793,27 +298,6 @@ int A_CheckSwitchTile(int spriteNum)
|
|||
return 0;
|
||||
}
|
||||
|
||||
void G_RefreshLights(void)
|
||||
{
|
||||
#ifdef POLYMER
|
||||
if (Numsprites && videoGetRenderMode() == REND_POLYMER)
|
||||
{
|
||||
int statNum = 0;
|
||||
|
||||
do
|
||||
{
|
||||
int spriteNum = headspritestat[statNum++];
|
||||
|
||||
while (spriteNum >= 0)
|
||||
{
|
||||
A_DoLight(spriteNum);
|
||||
spriteNum = nextspritestat[spriteNum];
|
||||
}
|
||||
}
|
||||
while (statNum < MAXSTATUS);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void movefta_d(void);
|
||||
void movefallers_d();
|
||||
|
@ -859,11 +343,11 @@ void G_MoveWorld_d(void)
|
|||
|
||||
// XXX: Has to be before effectors, in particular movers?
|
||||
// TODO: lights in moving sectors ought to be interpolated
|
||||
G_DoEffectorLights();
|
||||
//G_DoEffectorLights();
|
||||
moveeffectors_d(); //ST 3
|
||||
movestandables_d(); //ST 6
|
||||
|
||||
G_RefreshLights();
|
||||
//G_RefreshLights();
|
||||
doanimations();
|
||||
movefx(); //ST 11
|
||||
|
||||
|
@ -905,14 +389,14 @@ void G_MoveWorld_r(void)
|
|||
|
||||
// XXX: Has to be before effectors, in particular movers?
|
||||
// TODO: lights in moving sectors ought to be interpolated
|
||||
G_DoEffectorLights();
|
||||
// G_DoEffectorLights();
|
||||
if (!DEER)
|
||||
{
|
||||
moveeffectors_r(); //ST 3
|
||||
movestandables_r(); //ST 6
|
||||
}
|
||||
|
||||
G_RefreshLights();
|
||||
//G_RefreshLights();
|
||||
doanimations();
|
||||
if (!DEER)
|
||||
movefx(); //ST 11
|
||||
|
|
Loading…
Reference in a new issue