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- got rid of int_clipdist.
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29eb729cd3
commit
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3 changed files with 3 additions and 8 deletions
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@ -478,10 +478,11 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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if (pos->Z > daz-height-flordist && pos->Z < daz+ceildist)
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{
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int32_t bsz = (actor->int_clipdist())+walldist;
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int cd = actor->fClipdist() * worldtoint;
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int32_t bsz = cd + walldist;
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if (diff.X < 0) bsz = -bsz;
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addclipline(p1.X-bsz, p1.Y-bsz, p1.X-bsz, p1.Y+bsz, obj, false);
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bsz = (actor->int_clipdist())+walldist;
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bsz = cd + walldist;
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if (diff.Y < 0) bsz = -bsz;
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addclipline(p1.X+bsz, p1.Y-bsz, p1.X-bsz, p1.Y-bsz, obj, false);
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}
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@ -165,11 +165,6 @@ public:
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return spr. clipdist * 0.25;
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}
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int int_clipdist()
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{
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return spr. clipdist << 2;
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}
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void set_native_clipdist(int val)
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{
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spr. clipdist = val;
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@ -742,7 +742,6 @@ void viewDrawScreen(bool sceneonly)
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pPlayer->actor->spr.cstat = bakCstat;
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bDeliriumOld = bDelirium && gDeliriumBlur;
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int nClipDist = pPlayer->actor->int_clipdist();
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if (sceneonly) return;
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double look_anghalf = pPlayer->angle.look_anghalf(interpfrac);
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DrawCrosshair(kCrosshairTile, pPlayer->actor->xspr.health >> 4, -look_anghalf, 0, 2);
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