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- Duke: for camera textures, set display_mirror
to 2, not 1.
This avoids actually mirroring the sprites while otherwise retaining the effects on player visibility. Although a value of 1 was working previously it was merely by happenstance, not by design. Also remove two redundant local copies of display_mirror in Blood and SW.
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3 changed files with 1 additions and 4 deletions
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@ -961,8 +961,6 @@ void GameInterface::processSprites(tspriteArray& tsprites, const DVector3& view,
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viewProcessSprites(tsprites, view, viewang, interpfrac);
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}
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int display_mirror;
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void GameInterface::EnterPortal(DCoreActor* viewer, int type)
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{
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if (type == PORTAL_WALL_MIRROR)
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@ -85,7 +85,7 @@ void GameInterface::UpdateCameras(double smoothratio)
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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{
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auto camera = camsprite->GetOwner();
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display_mirror = 1; // should really be 'display external view'.
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display_mirror = 2; // should really be 'display external view'.
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auto cstat = camera->spr.cstat;
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camera->spr.cstat = CSTAT_SPRITE_INVISIBLE;
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render_camtex(camera, camera->spr.pos, camera->sector(), DRotator(maphoriz(-camera->spr.shade), camera->interpolatedyaw(smoothratio), nullAngle), tex, rect, smoothratio);
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@ -64,7 +64,6 @@ extern DCoreActor* wall_to_sprite_actors[8];
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BEGIN_SW_NS
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int display_mirror;
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static int OverlapDraw = false;
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extern bool QuitFlag, SpriteInfo;
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extern bool Voxel;
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