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- enabled r_shadows in Blood.
This was the only game not allowing to switch off the shadows.
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parent
9b03537f3a
commit
aa67875792
1 changed files with 14 additions and 11 deletions
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@ -2149,17 +2149,20 @@ tspritetype *viewAddEffect(int nTSprite, VIEW_EFFECT nViewEffect)
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}
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}
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case VIEW_EFFECT_0:
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case VIEW_EFFECT_0:
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{
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{
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auto pNSprite = viewInsertTSprite(pTSprite->sectnum, 32767, pTSprite);
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if (r_shadows)
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pNSprite->z = getflorzofslope(pTSprite->sectnum, pNSprite->x, pNSprite->y);
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{
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pNSprite->shade = 127;
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auto pNSprite = viewInsertTSprite(pTSprite->sectnum, 32767, pTSprite);
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pNSprite->cstat |= 2;
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pNSprite->z = getflorzofslope(pTSprite->sectnum, pNSprite->x, pNSprite->y);
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pNSprite->xrepeat = pTSprite->xrepeat;
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pNSprite->shade = 127;
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pNSprite->yrepeat = pTSprite->yrepeat>>2;
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pNSprite->cstat |= 2;
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pNSprite->picnum = pTSprite->picnum;
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pNSprite->xrepeat = pTSprite->xrepeat;
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pNSprite->pal = 5;
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pNSprite->yrepeat = pTSprite->yrepeat >> 2;
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int height = tilesiz[pNSprite->picnum].y;
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pNSprite->picnum = pTSprite->picnum;
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int center = height / 2 + tileTopOffset(pNSprite->picnum);
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pNSprite->pal = 5;
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pNSprite->z -= (pNSprite->yrepeat<<2)*(height-center);
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int height = tilesiz[pNSprite->picnum].y;
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int center = height / 2 + tileTopOffset(pNSprite->picnum);
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pNSprite->z -= (pNSprite->yrepeat << 2) * (height - center);
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}
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break;
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break;
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}
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}
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case VIEW_EFFECT_1:
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case VIEW_EFFECT_1:
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