raze/source/games/duke/src/animatesprites_d.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
2020-06-28 07:03:31 +00:00
Copyright (C) 2020 - Christoph Oelckers
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This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "prediction.h"
#include "names_d.h"
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#include "dukeactor.h"
#include "gamefuncs.h"
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EXTERN_CVAR(Bool, wt_commentary)
BEGIN_DUKE_NS
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void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, int a, int smoothratio)
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{
int j, k, p;
int l, t1, t3, t4;
tspritetype* t;
DDukeActor* h;
for (j = 0; j < spritesortcnt; j++)
{
t = &tsprite[j];
h = static_cast<DDukeActor*>(t->ownerActor);
switch (t->picnum)
{
case DEVELOPERCOMMENTARY:
case DEVELOPERCOMMENTARY + 1:
if (isWorldTour() && !wt_commentary)
t->xrepeat = t->yrepeat = 0;
break;
case BLOODPOOL:
case PUKE:
case FOOTPRINTS:
case FOOTPRINTS2:
case FOOTPRINTS3:
case FOOTPRINTS4:
if (t->shade == 127) continue;
break;
case RESPAWNMARKERRED:
case RESPAWNMARKERYELLOW:
case RESPAWNMARKERGREEN:
if (ud.marker == 0)
t->xrepeat = t->yrepeat = 0;
continue;
case CHAIR3:
if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
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break;
}
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = h->spr.picnum + k;
break;
case BLOODSPLAT1:
case BLOODSPLAT2:
case BLOODSPLAT3:
case BLOODSPLAT4:
if (t->pal == 6)
{
t->shade = -127;
continue;
}
[[fallthrough]];
case BULLETHOLE:
case CRACK1:
case CRACK2:
case CRACK3:
case CRACK4:
t->shade = 16;
continue;
case NEON1:
case NEON2:
case NEON3:
case NEON4:
case NEON5:
case NEON6:
continue;
case GREENSLIME:
case GREENSLIME + 1:
case GREENSLIME + 2:
case GREENSLIME + 3:
case GREENSLIME + 4:
case GREENSLIME + 5:
case GREENSLIME + 6:
case GREENSLIME + 7:
break;
default:
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if (((t->cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) || (badguypic(t->picnum) && t->extra > 0) || t->statnum == STAT_PLAYER)
continue;
}
if (t->insector())
t->shade = clamp<int>(t->sector()->ceilingstat & CSTAT_SECTOR_SKY ? t->sector()->ceilingshade : t->sector()->floorshade, -127, 127);
}
//Between drawrooms() and drawmasks() is the perfect time to animate sprites
for (j = 0; j < spritesortcnt; j++)
{
t = &tsprite[j];
h = static_cast<DDukeActor*>(t->ownerActor);
auto OwnerAc = h->GetOwner();
switch (h->spr.picnum)
{
case SECTOREFFECTOR:
if (t->lotag == 27 && ud.recstat == 1)
{
t->picnum = 11 + ((PlayClock >> 3) & 1);
t->cstat |= CSTAT_SPRITE_YCENTER;
}
else
t->xrepeat = t->yrepeat = 0;
break;
case NATURALLIGHTNING:
t->shade = -127;
break;
default:
break;
}
if (t->statnum == 99) continue;
if (h->spr.statnum != STAT_ACTOR && h->spr.picnum == APLAYER && ps[h->spr.yvel].newOwner == nullptr && h->GetOwner())
{
t->pos.X -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.X - ps[h->spr.yvel].oposx, 16);
t->pos.Y -= MulScale(MaxSmoothRatio - smoothratio, ps[h->spr.yvel].pos.Y - ps[h->spr.yvel].oposy, 16);
t->pos.Z = interpolatedvalue(ps[h->spr.yvel].oposz, ps[h->spr.yvel].pos.Z, smoothratio);
t->pos.Z += PHEIGHT_DUKE;
}
else if (h->spr.picnum != CRANEPOLE)
{
t->pos = h->spr.interpolatedvec3(smoothratio);
}
auto sectp = h->spr.sector();
t1 = h->temp_data[1];
t3 = h->temp_data[3];
t4 = h->temp_data[4];
switch (h->spr.picnum)
{
case DUKELYINGDEAD:
t->pos.Z += (24 << 8);
break;
case BLOODPOOL:
case FOOTPRINTS:
case FOOTPRINTS2:
case FOOTPRINTS3:
case FOOTPRINTS4:
if (t->pal == 6)
t->shade = -127;
case PUKE:
case MONEY:
case MONEY + 1:
case MAIL:
case MAIL + 1:
case PAPER:
case PAPER + 1:
break;
case TRIPBOMB:
continue;
case FORCESPHERE:
if (t->statnum == STAT_MISC && OwnerAc)
{
int sqa =
getangle(
OwnerAc->spr.pos.X - ps[screenpeek].pos.X,
OwnerAc->spr.pos.Y - ps[screenpeek].pos.Y);
int sqb =
getangle(
OwnerAc->spr.pos.X - t->pos.X,
OwnerAc->spr.pos.Y - t->pos.Y);
if (abs(getincangle(sqa, sqb)) > 512)
if (ldist(OwnerAc, t) < ldist(ps[screenpeek].GetActor(), OwnerAc))
t->xrepeat = t->yrepeat = 0;
}
continue;
case BURNING:
case BURNING2:
if (OwnerAc && OwnerAc->spr.statnum == STAT_PLAYER)
{
if (display_mirror == 0 && OwnerAc->spr.yvel == screenpeek && ps[screenpeek].over_shoulder_on == 0)
t->xrepeat = 0;
else
{
t->ang = getangle(x - t->pos.X, y - t->pos.Y);
t->pos.X = OwnerAc->spr.pos.X;
t->pos.Y = OwnerAc->spr.pos.Y;
t->pos.X += bcos(t->ang, -10);
t->pos.Y += bsin(t->ang, -10);
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}
}
break;
case ATOMICHEALTH:
t->pos.Z -= (4 << 8);
break;
case CRYSTALAMMO:
t->shade = bsin(PlayClock << 4, -10);
continue;
case VIEWSCREEN:
case VIEWSCREEN2:
if (camsprite != nullptr && h->GetHitOwner() && h->GetHitOwner()->temp_data[0] == 1)
{
t->picnum = STATIC;
t->cstat |= randomFlip();
t->xrepeat += 8;
t->yrepeat += 8;
}
else if (camsprite && camsprite == h->GetHitOwner())
{
t->picnum = TILE_VIEWSCR;
}
break;
case SHRINKSPARK:
t->picnum = SHRINKSPARK + ((PlayClock >> 4) & 3);
break;
case GROWSPARK:
t->picnum = GROWSPARK + ((PlayClock >> 4) & 3);
break;
case RPG:
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;
}
k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y);
k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = RPG + k;
break;
case RECON:
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;
}
k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y);
if (h->temp_data[0] < 4)
k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170);
else k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
if (abs(t3) > 64) k += 7;
t->picnum = RECON + k;
break;
case APLAYER:
p = h->spr.yvel;
if (t->pal == 1) t->pos.Z -= (18 << 8);
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if (ps[p].over_shoulder_on > 0 && ps[p].newOwner == nullptr)
{
t->cstat |= CSTAT_SPRITE_TRANSLUCENT;
#if 0 // multiplayer only
if (screenpeek == myconnectindex && numplayers >= 2)
{
t->x = interpolatedvalue(omyx, myx, smoothratio);
t->y = interpolatedvalue(omyy, myy, smoothratio);
t->z = interpolatedvalue(omyz, myz, smoothratio) + PHEIGHT_DUKE;
t->ang = interpolatedangle(omyang, myang, smoothratio).asbuild();
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t->sector = mycursectnum;
}
#endif
}
if ((display_mirror == 1 || screenpeek != p || !h->GetOwner()) && ud.multimode > 1 && cl_showweapon && ps[p].GetActor()->spr.extra > 0 && ps[p].curr_weapon > 0)
{
auto newtspr = &tsprite[spritesortcnt++];
newtspr = t;
newtspr->statnum = 99;
newtspr->yrepeat = (t->yrepeat >> 3);
if (t->yrepeat < 4) t->yrepeat = 4;
newtspr->shade = t->shade;
newtspr->cstat = 0;
switch (ps[p].curr_weapon)
{
case PISTOL_WEAPON: newtspr->picnum = FIRSTGUNSPRITE; break;
case SHOTGUN_WEAPON: newtspr->picnum = SHOTGUNSPRITE; break;
case CHAINGUN_WEAPON: newtspr->picnum = CHAINGUNSPRITE; break;
case RPG_WEAPON: newtspr->picnum = RPGSPRITE; break;
case HANDREMOTE_WEAPON:
case HANDBOMB_WEAPON: newtspr->picnum = HEAVYHBOMB; break;
case TRIPBOMB_WEAPON: newtspr->picnum = TRIPBOMBSPRITE; break;
case GROW_WEAPON: newtspr->picnum = GROWSPRITEICON; break;
case SHRINKER_WEAPON: newtspr->picnum = SHRINKERSPRITE; break;
case FREEZE_WEAPON: newtspr->picnum = FREEZESPRITE; break;
case FLAMETHROWER_WEAPON: //Twentieth Anniversary World Tour
if (isWorldTour())
newtspr->picnum = FLAMETHROWERSPRITE;
break;
case DEVISTATOR_WEAPON: newtspr->picnum = DEVISTATORSPRITE; break;
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}
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if (h->GetOwner())
newtspr->pos.Z = ps[p].pos.Z - (12 << 8);
else newtspr->pos.Z = h->spr.pos.Z - (51 << 8);
if (ps[p].curr_weapon == HANDBOMB_WEAPON)
{
newtspr->xrepeat = 10;
newtspr->yrepeat = 10;
}
else
{
newtspr->xrepeat = 16;
newtspr->yrepeat = 16;
}
newtspr->pal = 0;
}
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if (!h->GetOwner())
{
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
{
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k = 0;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
}
else
{
k = (((h->spr.ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
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}
if (t->sector()->lotag == 2) k += 1795 - 1405;
else if ((h->floorz - h->spr.pos.Z) > (64 << 8)) k += 60;
t->picnum += k;
t->pal = ps[p].palookup;
goto PALONLY;
}
if (ps[p].on_crane == nullptr && (h->spr.sector()->lotag & 0x7ff) != 1)
{
l = h->spr.pos.Z - ps[p].GetActor()->floorz + (3 << 8);
if (l > 1024 && h->spr.yrepeat > 32 && h->spr.extra > 0)
h->spr.yoffset = (int8_t)(l / (h->spr.yrepeat << 2));
else h->spr.yoffset = 0;
}
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if (ps[p].newOwner != nullptr)
{
t4 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 1];
t3 = 0;
t1 = ScriptCode[gs.actorinfo[APLAYER].scriptaddress + 2];
}
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if (ud.cameraactor == nullptr && ps[p].newOwner == nullptr)
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if (h->GetOwner() && display_mirror == 0 && ps[p].over_shoulder_on == 0)
if (ud.multimode < 2 || (ud.multimode > 1 && p == screenpeek))
{
t->ownerActor = nullptr;
t->xrepeat = t->yrepeat = 0;
continue;
}
PALONLY:
if (sectp->floorpal)
copyfloorpal(t, sectp);
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if (!h->GetOwner()) continue;
if (t->pos.Z > h->floorz && t->xrepeat < 32)
t->pos.Z = h->floorz;
break;
case JIBS1:
case JIBS2:
case JIBS3:
case JIBS4:
case JIBS5:
case JIBS6:
case HEADJIB1:
case LEGJIB1:
case ARMJIB1:
case LIZMANHEAD1:
case LIZMANARM1:
case LIZMANLEG1:
case DUKELEG:
case DUKEGUN:
case DUKETORSO:
if (t->pal == 6) t->shade = -120;
[[fallthrough]];
case SCRAP1:
case SCRAP2:
case SCRAP3:
case SCRAP4:
case SCRAP5:
case SCRAP6:
case SCRAP6 + 1:
case SCRAP6 + 2:
case SCRAP6 + 3:
case SCRAP6 + 4:
case SCRAP6 + 5:
case SCRAP6 + 6:
case SCRAP6 + 7:
if (h->picnum == BLIMP && t->picnum == SCRAP1 && h->spr.yvel >= 0)
t->picnum = h->spr.yvel;
else t->picnum += h->temp_data[0];
t->shade -= 6;
if (sectp->floorpal)
copyfloorpal(t, sectp);
break;
case WATERBUBBLE:
if (t->sector()->floorpicnum == FLOORSLIME)
{
t->pal = 7;
break;
}
[[fallthrough]];
default:
if (sectp->floorpal)
copyfloorpal(t, sectp);
break;
}
if (gs.actorinfo[h->spr.picnum].scriptaddress)
{
if (t4)
{
l = ScriptCode[t4 + 2];
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
{
k = 0;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
}
else switch (l)
{
case 2:
k = (((h->spr.ang + 3072 + 128 - a) & 2047) >> 8) & 1;
break;
case 3:
case 4:
k = (((h->spr.ang + 3072 + 128 - a) & 2047) >> 7) & 7;
if (k > 3)
{
t->cstat |= CSTAT_SPRITE_XFLIP;
k = 7 - k;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;
case 5:
k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y);
k = (((h->spr.ang + 3072 + 128 - k) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;
case 7:
k = getangle(h->spr.pos.X - x, h->spr.pos.Y - y);
k = (((h->spr.ang + 3072 + 128 - k) & 2047) / 170);
if (k > 6)
{
k = 12 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;
case 8:
k = (((h->spr.ang + 3072 + 128 - a) & 2047) >> 8) & 7;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
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break;
default:
k = 0;
break;
}
t->picnum += k + ScriptCode[t4] + l * t3;
if (l > 0)
{
while (t->picnum >= 0 && t->picnum < MAXTILES && !tileGetTexture(t->picnum)->isValid())
t->picnum -= l; //Hack, for actors
}
if (h->dispicnum >= 0)
h->dispicnum = t->picnum;
}
else if (display_mirror == 1)
t->cstat |= CSTAT_SPRITE_XFLIP;
}
if (h->spr.statnum == STAT_DUMMYPLAYER || badguy(h) || (h->spr.picnum == APLAYER && h->GetOwner()))
if (t->statnum != 99 && h->spr.picnum != EXPLOSION2 && h->spr.picnum != HANGLIGHT && h->spr.picnum != DOMELITE)
if (h->spr.picnum != HOTMEAT)
{
if (h->dispicnum < 0)
{
h->dispicnum++;
continue;
}
else if (r_shadows && spritesortcnt < (MAXSPRITESONSCREEN - 2))
{
int daz;
if ((sectp->lotag & 0xff) > 2 || h->spr.statnum == 4 || h->spr.statnum == 5 || h->spr.picnum == DRONE || h->spr.picnum == COMMANDER)
daz = sectp->floorz;
else
daz = h->floorz;
if ((h->spr.pos.Z - daz) < (8 << 8) && ps[screenpeek].pos.Z < daz)
{
auto shadowspr = &tsprite[spritesortcnt++];
*shadowspr = *t;
shadowspr->statnum = 99;
shadowspr->yrepeat = (t->yrepeat >> 3);
if (t->yrepeat < 4) t->yrepeat = 4;
shadowspr->shade = 127;
shadowspr->cstat |= CSTAT_SPRITE_TRANSLUCENT;
shadowspr->pos.Z = daz;
shadowspr->pal = 4;
if (hw_models && md_tilehasmodel(t->picnum, t->pal) >= 0)
{
shadowspr->yrepeat = 0;
// 512:trans reverse
//1024:tell MD2SPRITE.C to use Z-buffer hacks to hide overdraw issues
shadowspr->clipdist |= TSPR_FLAGS_MDHACK;
shadowspr->cstat |= CSTAT_SPRITE_TRANS_FLIP;
}
else
{
// Alter the shadow's position so that it appears behind the sprite itself.
int look = getangle(shadowspr->pos.X - ps[screenpeek].pos.X, shadowspr->pos.Y - ps[screenpeek].pos.Y);
shadowspr->pos.X += bcos(look, -9);
shadowspr->pos.Y += bsin(look, -9);
}
}
}
if (ps[screenpeek].heat_amount > 0 && ps[screenpeek].heat_on)
{
t->pal = 6;
t->shade = 0;
}
}
switch (h->spr.picnum)
{
case LASERLINE:
if (!OwnerAc) break;
if (t->sector()->lotag == 2) t->pal = 8;
t->pos.Z = OwnerAc->spr.pos.Z - (3 << 8);
if (gs.lasermode == 2 && ps[screenpeek].heat_on == 0)
t->yrepeat = 0;
[[fallthrough]];
case EXPLOSION2:
case EXPLOSION2BOT:
case FREEZEBLAST:
case ATOMICHEALTH:
case FIRELASER:
case SHRINKSPARK:
case GROWSPARK:
case CHAINGUN:
case SHRINKEREXPLOSION:
case RPG:
case FLOORFLAME:
if (t->picnum == EXPLOSION2)
{
ps[screenpeek].visibility = -127;
lastvisinc = PlayClock + 32;
}
t->shade = -127;
break;
case FIRE:
case FIRE2:
t->cstat |= CSTAT_SPRITE_YCENTER;
[[fallthrough]];
case BURNING:
case BURNING2:
if (!OwnerAc) break;
if (OwnerAc->spr.picnum != TREE1 && OwnerAc->spr.picnum != TREE2)
t->pos.Z = t->sector()->floorz;
t->shade = -127;
break;
case COOLEXPLOSION1:
t->shade = -127;
t->picnum += (h->spr.shade >> 1);
break;
case PLAYERONWATER:
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
{
k = 0;
t->cstat &= ~CSTAT_SPRITE_XFLIP;
}
else
{
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
}
t->picnum = h->spr.picnum + k + ((h->temp_data[0] < 4) * 5);
if (OwnerAc) t->shade = OwnerAc->spr.shade;
break;
case WATERSPLASH2:
t->picnum = WATERSPLASH2 + t1;
break;
case REACTOR2:
t->picnum = h->spr.picnum + h->temp_data[2];
break;
case SHELL:
t->picnum = h->spr.picnum + (h->temp_data[0] & 1);
[[fallthrough]];
case SHOTGUNSHELL:
t->cstat |= (CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
if (h->temp_data[0] > 1) t->cstat &= ~CSTAT_SPRITE_XFLIP;
if (h->temp_data[0] > 2) t->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
break;
case FRAMEEFFECT1:
if (OwnerAc && OwnerAc->spr.statnum < MAXSTATUS)
{
if (OwnerAc->spr.picnum == APLAYER)
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if (ud.cameraactor == nullptr)
if (screenpeek == OwnerAc->spr.yvel && display_mirror == 0)
{
t->ownerActor = nullptr;
break;
}
if ((OwnerAc->spr.cstat & CSTAT_SPRITE_INVISIBLE) == 0)
{
t->picnum = OwnerAc->dispicnum;
t->pal = OwnerAc->spr.pal;
t->shade = OwnerAc->spr.shade;
t->ang = OwnerAc->spr.ang;
t->cstat = CSTAT_SPRITE_TRANSLUCENT | OwnerAc->spr.cstat;
}
}
break;
case CAMERA1:
case RAT:
if (hw_models && md_tilehasmodel(h->spr.picnum, h->spr.pal) >= 0)
{
t->cstat &= ~CSTAT_SPRITE_XFLIP;
break;
}
k = (((t->ang + 3072 + 128 - a) & 2047) >> 8) & 7;
if (k > 4)
{
k = 8 - k;
t->cstat |= CSTAT_SPRITE_XFLIP;
}
else t->cstat &= ~CSTAT_SPRITE_XFLIP;
t->picnum = h->spr.picnum + k;
break;
}
h->dispicnum = t->picnum;
if (t->sector()->floorpicnum == MIRROR)
t->xrepeat = t->yrepeat = 0;
}
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}
END_DUKE_NS