- enabled r_shadows in Blood.

This was the only game not allowing to switch off the shadows.
This commit is contained in:
Christoph Oelckers 2020-06-12 21:46:24 +02:00
parent 9b03537f3a
commit aa67875792

View file

@ -2149,17 +2149,20 @@ tspritetype *viewAddEffect(int nTSprite, VIEW_EFFECT nViewEffect)
} }
case VIEW_EFFECT_0: case VIEW_EFFECT_0:
{ {
auto pNSprite = viewInsertTSprite(pTSprite->sectnum, 32767, pTSprite); if (r_shadows)
pNSprite->z = getflorzofslope(pTSprite->sectnum, pNSprite->x, pNSprite->y); {
pNSprite->shade = 127; auto pNSprite = viewInsertTSprite(pTSprite->sectnum, 32767, pTSprite);
pNSprite->cstat |= 2; pNSprite->z = getflorzofslope(pTSprite->sectnum, pNSprite->x, pNSprite->y);
pNSprite->xrepeat = pTSprite->xrepeat; pNSprite->shade = 127;
pNSprite->yrepeat = pTSprite->yrepeat>>2; pNSprite->cstat |= 2;
pNSprite->picnum = pTSprite->picnum; pNSprite->xrepeat = pTSprite->xrepeat;
pNSprite->pal = 5; pNSprite->yrepeat = pTSprite->yrepeat >> 2;
int height = tilesiz[pNSprite->picnum].y; pNSprite->picnum = pTSprite->picnum;
int center = height / 2 + tileTopOffset(pNSprite->picnum); pNSprite->pal = 5;
pNSprite->z -= (pNSprite->yrepeat<<2)*(height-center); int height = tilesiz[pNSprite->picnum].y;
int center = height / 2 + tileTopOffset(pNSprite->picnum);
pNSprite->z -= (pNSprite->yrepeat << 2) * (height - center);
}
break; break;
} }
case VIEW_EFFECT_1: case VIEW_EFFECT_1: