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Don't call setaspect_new() at end of rotatesprite.
This fixes 2nd and following rotatesprite calls drawing differently from the first in a context with custom set-up aspect, as reported by Lezing here: http://forums.duke4.net/topic/775-eduke32-20-and-polymer/page__view__findpost__p__143090 Also, back up and restore the aspect state across EVENT_DISPLAYREST. git-svn-id: https://svn.eduke32.com/eduke32@3265 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 4 additions and 4 deletions
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@ -7479,8 +7479,6 @@ static void dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t
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buffermode = obuffermode;
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setactivepage(activepage);
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}*/
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setaspect_new();
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}
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@ -5780,8 +5780,6 @@ void polymost_dorotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16
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gshang = ogshang;
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gctang = ogctang;
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gstang = ogstang;
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setaspect_new();
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}
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#ifdef USE_OPENGL
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@ -2875,7 +2875,11 @@ void G_DisplayRest(int32_t smoothratio)
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// TODO: get rid of the other outer apScriptGameEvent checks, too
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if (apScriptGameEvent[EVENT_DISPLAYREST])
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#endif
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{
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int32_t vr=viewingrange, asp=yxaspect;
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VM_OnEvent(EVENT_DISPLAYREST, g_player[screenpeek].ps->i, screenpeek, -1, 0);
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setaspect(vr, asp);
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}
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if (g_player[myconnectindex].ps->newowner == -1 && ud.overhead_on == 0 && ud.crosshair && ud.camerasprite == -1)
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{
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