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- refactor animatesprites API
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5 changed files with 6 additions and 10 deletions
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@ -44,11 +44,9 @@ EXTERN_CVAR(Bool, wt_commentary)
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BEGIN_DUKE_NS
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void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, double interpfrac)
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void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac)
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{
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DAngle viewang = DAngle::fromBuild(a);
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DAngle kang;
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DVector2 viewVec(x * inttoworld, y * inttoworld);
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int k, p;
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int l, t1, t3, t4;
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tspritetype* t;
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@ -37,11 +37,9 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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BEGIN_DUKE_NS
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void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, double interpfrac)
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void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac)
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{
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DAngle kang;
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DAngle viewang = DAngle::fromBuild(a);
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DVector2 viewVec(x * inttoworld, y * inttoworld);
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int k, p;
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int l, t1, t3, t4;
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tspritetype* t;
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@ -98,8 +98,8 @@ void displaymasks_d(int snum, int p, double interpfrac);
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void displaymasks_r(int snum, int p, double interpfrac);
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void think_d();
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void think_r();
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void animatesprites_d(tspriteArray& tsprites, int x, int y, int a, double interpfrac);
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void animatesprites_r(tspriteArray& tsprites, int x, int y, int a, double interpfrac);
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void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac);
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void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac);
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Dispatcher fi;
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@ -107,7 +107,7 @@ struct Dispatcher
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void (*displayweapon)(int snum, double interpfrac);
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void (*displaymasks)(int snum, int p, double interpfrac);
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void (*animatesprites)(tspriteArray& tsprites, int x, int y, int a, double interpfrac);
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void (*animatesprites)(tspriteArray& tsprites, const DVector2& viewVec, DAngle viewang, double interpfrac);
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};
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@ -389,7 +389,7 @@ bool GameInterface::GenerateSavePic()
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void GameInterface::processSprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, DAngle viewang, double interpfrac)
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{
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fi.animatesprites(tsprites, viewx, viewy, viewang.Buildang(), interpfrac);
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fi.animatesprites(tsprites, DVector2(viewx * inttoworld, viewy * inttoworld), viewang, interpfrac);
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}
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