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- call the game specific analyzesprites functions.
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098db655ab
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6 changed files with 13 additions and 0 deletions
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@ -156,6 +156,7 @@ EXTERN sectortype *sector;
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EXTERN walltype *wall;
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EXTERN walltype *wall;
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EXTERN spritetype *sprite;
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EXTERN spritetype *sprite;
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EXTERN tspriteptr_t tsprite;
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EXTERN tspriteptr_t tsprite;
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EXTERN int leveltimer;
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extern sectortype sectorbackup[MAXSECTORS];
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extern sectortype sectorbackup[MAXSECTORS];
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extern walltype wallbackup[MAXWALLS];
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extern walltype wallbackup[MAXWALLS];
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@ -255,6 +255,7 @@ struct spritetype
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};
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};
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int16_t extra;
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int16_t extra;
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int16_t detail;
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int16_t detail;
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int time;
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#if 0
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#if 0
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// make sure we do not accidentally copy this
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// make sure we do not accidentally copy this
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@ -344,6 +344,7 @@ int32_t insertsprite(int16_t sectnum, int16_t statnum)
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Numsprites++;
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Numsprites++;
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}
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}
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sprite[newspritenum].time = leveltimer++;
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return newspritenum;
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return newspritenum;
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}
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}
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@ -702,6 +703,7 @@ int32_t engineInit(void)
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void (*initspritelists_replace)(void) = NULL;
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void (*initspritelists_replace)(void) = NULL;
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void initspritelists(void)
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void initspritelists(void)
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{
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{
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leveltimer = 0;
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if (initspritelists_replace)
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if (initspritelists_replace)
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{
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{
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initspritelists_replace();
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initspritelists_replace();
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@ -39,6 +39,7 @@
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#include "hw_clipper.h"
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#include "hw_clipper.h"
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#include "v_draw.h"
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#include "v_draw.h"
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#include "gamecvars.h"
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#include "gamecvars.h"
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#include "gamestruct.h"
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EXTERN_CVAR(Float, r_visibility)
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EXTERN_CVAR(Float, r_visibility)
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CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
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CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
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@ -306,6 +307,8 @@ void HWDrawInfo::CreateScene()
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screen->mVertexData->Map();
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screen->mVertexData->Map();
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screen->mLights->Map();
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screen->mLights->Map();
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spritesortcnt = 0;
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vec2_t view = { int(vp.Pos.X * 16), int(vp.Pos.Y * -16) };
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vec2_t view = { int(vp.Pos.X * 16), int(vp.Pos.Y * -16) };
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mDrawer.Init(this, mClipper, view);
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mDrawer.Init(this, mClipper, view);
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if (vp.SectNums)
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if (vp.SectNums)
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@ -313,6 +316,10 @@ void HWDrawInfo::CreateScene()
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else
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else
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mDrawer.RenderScene(&vp.SectCount, 1);
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mDrawer.RenderScene(&vp.SectCount, 1);
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SetupSprite.Clock();
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gi->processSprites(view.x, view.y, vp.Pos.Z * -256, bamang(vp.RotAngle), vp.TicFrac * 65536);
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SetupSprite.Unclock();
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screen->mLights->Unmap();
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screen->mLights->Unmap();
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screen->mVertexData->Unmap();
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screen->mVertexData->Unmap();
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@ -496,6 +496,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, spritetype &c, spritet
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("hitag", c.hitag, def->hitag)
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("hitag", c.hitag, def->hitag)
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("extra", c.extra, def->extra)
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("extra", c.extra, def->extra)
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("detail", c.detail, def->detail)
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("detail", c.detail, def->detail)
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("time", c.time, def->time)
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.EndObject();
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.EndObject();
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}
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}
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return arc;
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return arc;
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@ -201,6 +201,7 @@ int InsertSprite(int nSector, int nStat)
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Numsprites++;
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Numsprites++;
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sprite[nSprite].time = leveltimer++;
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return nSprite;
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return nSprite;
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}
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}
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