- 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.
This commit is contained in:
Christoph Oelckers 2023-05-14 10:16:31 +02:00
parent 6e060c2e83
commit 22415d0d22
3 changed files with 1 additions and 4 deletions

View file

@ -961,8 +961,6 @@ void GameInterface::processSprites(tspriteArray& tsprites, const DVector3& view,
viewProcessSprites(tsprites, view, viewang, interpfrac);
}
int display_mirror;
void GameInterface::EnterPortal(DCoreActor* viewer, int type)
{
if (type == PORTAL_WALL_MIRROR)

View file

@ -85,7 +85,7 @@ void GameInterface::UpdateCameras(double smoothratio)
screen->RenderTextureView(canvas, [=](IntRect& rect)
{
auto camera = camsprite->GetOwner();
display_mirror = 1; // should really be 'display external view'.
display_mirror = 2; // should really be 'display external view'.
auto cstat = camera->spr.cstat;
camera->spr.cstat = CSTAT_SPRITE_INVISIBLE;
render_camtex(camera, camera->spr.pos, camera->sector(), DRotator(maphoriz(-camera->spr.shade), camera->interpolatedyaw(smoothratio), nullAngle), tex, rect, smoothratio);

View file

@ -64,7 +64,6 @@ extern DCoreActor* wall_to_sprite_actors[8];
BEGIN_SW_NS
int display_mirror;
static int OverlapDraw = false;
extern bool QuitFlag, SpriteInfo;
extern bool Voxel;