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If a value of 1 is returned from EVENT_DISPLAYROOMS, don't draw them.
This includes mirrors, rooms and masks. Any value other than 0 or 1 that is returned is considered an error (reserved for future use). git-svn-id: https://svn.eduke32.com/eduke32@2889 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 43 additions and 35 deletions
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@ -3420,7 +3420,7 @@ void G_HandleMirror(int32_t x, int32_t y, int32_t z, int32_t a, int32_t horiz, i
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void G_DrawRooms(int32_t snum, int32_t smoothratio)
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{
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int32_t i;
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int32_t i, dont_draw;
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DukePlayer_t *const p = g_player[snum].ps;
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int32_t tmpyx=yxaspect, tmpvr=viewingrange;
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@ -3666,64 +3666,72 @@ void G_DrawRooms(int32_t snum, int32_t smoothratio)
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break;
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}
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dont_draw = 0;
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// NOTE: might be rendering off-screen here, so CON commands that draw stuff
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// like showview must cope with that situation or bail out!
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if (apScriptGameEvent[EVENT_DISPLAYROOMS])
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VM_OnEvent(EVENT_DISPLAYROOMS, g_player[screenpeek].ps->i, screenpeek, -1, 0);
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dont_draw = VM_OnEvent(EVENT_DISPLAYROOMS, g_player[screenpeek].ps->i, screenpeek, -1, 0);
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ud.camerahoriz = clamp(ud.camerahoriz, HORIZ_MIN, HORIZ_MAX);
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G_HandleMirror(ud.camera.x, ud.camera.y, ud.camera.z, ud.cameraang, ud.camerahoriz, smoothratio);
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if (dont_draw != 1) // event return values other than 0 and 1 are reserved
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{
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if (dont_draw != 0)
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OSD_Printf(OSD_ERROR "ERROR: EVENT_DISPLAYROOMS return value must be 0 or 1, "
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"other values are reserved.\n");
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G_SE40(smoothratio);
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G_HandleMirror(ud.camera.x, ud.camera.y, ud.camera.z, ud.cameraang, ud.camerahoriz, smoothratio);
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G_SE40(smoothratio);
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#ifdef POLYMER
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if (getrendermode() == 4)
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polymer_setanimatesprites(G_DoSpriteAnimations, ud.camera.x,ud.camera.y,ud.cameraang,smoothratio);
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if (getrendermode() == 4)
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polymer_setanimatesprites(G_DoSpriteAnimations, ud.camera.x,ud.camera.y,ud.cameraang,smoothratio);
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#endif
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// for G_PrintCoords
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dr_viewingrange = viewingrange;
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dr_yxaspect = yxaspect;
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// for G_PrintCoords
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dr_viewingrange = viewingrange;
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dr_yxaspect = yxaspect;
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yax_preparedrawrooms();
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drawrooms(ud.camera.x,ud.camera.y,ud.camera.z,ud.cameraang,ud.camerahoriz,ud.camerasect);
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yax_drawrooms(G_DoSpriteAnimations, ud.camerasect, 0, smoothratio);
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yax_preparedrawrooms();
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drawrooms(ud.camera.x,ud.camera.y,ud.camera.z,ud.cameraang,ud.camerahoriz,ud.camerasect);
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yax_drawrooms(G_DoSpriteAnimations, ud.camerasect, 0, smoothratio);
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// dupe the sprites touching the portal to the other sector
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// dupe the sprites touching the portal to the other sector
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if (ror_sprite != -1)
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{
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spritetype *sp = &sprite[ror_sprite];
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// viewing from bottom
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if (drawing_ror == 1)
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if (ror_sprite != -1)
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{
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int32_t k;
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spritetype *sp = &sprite[ror_sprite];
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for (k=headspritesect[sp->sectnum]; k != -1; k=nextspritesect[k])
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// viewing from bottom
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if (drawing_ror == 1)
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{
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if (sprite[k].picnum != SECTOREFFECTOR && (sprite[k].z >= sp->z))
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int32_t k;
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for (k=headspritesect[sp->sectnum]; k != -1; k=nextspritesect[k])
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{
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Bmemcpy(&tsprite[spritesortcnt], &sprite[k], sizeof(spritetype));
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if (sprite[k].picnum != SECTOREFFECTOR && (sprite[k].z >= sp->z))
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{
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Bmemcpy(&tsprite[spritesortcnt], &sprite[k], sizeof(spritetype));
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tsprite[spritesortcnt].x += (sprite[sp->yvel].x-sp->x);
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tsprite[spritesortcnt].y += (sprite[sp->yvel].y-sp->y);
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tsprite[spritesortcnt].z = tsprite[spritesortcnt].z - sp->z + actor[sp->yvel].ceilingz;
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tsprite[spritesortcnt].sectnum = sprite[sp->yvel].sectnum;
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tsprite[spritesortcnt].owner = k;
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tsprite[spritesortcnt].x += (sprite[sp->yvel].x-sp->x);
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tsprite[spritesortcnt].y += (sprite[sp->yvel].y-sp->y);
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tsprite[spritesortcnt].z = tsprite[spritesortcnt].z - sp->z + actor[sp->yvel].ceilingz;
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tsprite[spritesortcnt].sectnum = sprite[sp->yvel].sectnum;
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tsprite[spritesortcnt].owner = k;
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//OSD_Printf("duped sprite of pic %d at %d %d %d\n",tsprite[spritesortcnt].picnum,tsprite[spritesortcnt].x,tsprite[spritesortcnt].y,tsprite[spritesortcnt].z);
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spritesortcnt++;
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//OSD_Printf("duped sprite of pic %d at %d %d %d\n",tsprite[spritesortcnt].picnum,tsprite[spritesortcnt].x,tsprite[spritesortcnt].y,tsprite[spritesortcnt].z);
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spritesortcnt++;
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}
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}
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}
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}
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G_DoSpriteAnimations(ud.camera.x,ud.camera.y,ud.cameraang,smoothratio);
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drawing_ror = 0;
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drawmasks();
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}
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G_DoSpriteAnimations(ud.camera.x,ud.camera.y,ud.cameraang,smoothratio);
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drawing_ror = 0;
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drawmasks();
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if (g_screenCapture)
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{
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g_screenCapture = 0;
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