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- removed redundant voxel/model code in Blood's animatesprites.
This just duplicated the generic handling in the renderer so it is not needed.
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1 changed files with 0 additions and 35 deletions
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@ -653,41 +653,6 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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nAnim--;
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}
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if ((pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && r_voxels && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
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{
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int const nRootTile = pTSprite->picnum;
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int nAnimTile = pTSprite->picnum + tileAnimateOfs(pTSprite->picnum, (pTSprite->ownerActor->GetIndex() & 16383));
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#if 0
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if (tiletovox[nAnimTile] != -1)
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{
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pTSprite->yoffset += tileTopOffset(nAnimTile);
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pTSprite->xoffset += tileLeftOffset(nAnimTile);
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}
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#endif
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int const nVoxel = tiletovox[pTSprite->picnum];
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if (nVoxel != -1 && (picanm[nRootTile].extra & 7) == 7)
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pTSprite->clipdist |= TSPR_MDLROTATE; // per-sprite rotation setting.
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}
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if ((pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && hw_models && !(owneractor->sprext.renderflags & SPREXT_NOTMD))
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{
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int const nRootTile = pTSprite->picnum;
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int nAnimTile = pTSprite->picnum + tileAnimateOfs(pTSprite->picnum, (pTSprite->ownerActor->GetIndex() & 16383));
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auto pt = modelManager.GetModel(nAnimTile, pTSprite->pal);
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if (pt && pt->modelid >= 0 && pt->framenum >= 0)
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{
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pTSprite->yoffset += tileTopOffset(nAnimTile);
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pTSprite->xoffset += tileLeftOffset(nAnimTile);
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if ((picanm[nRootTile].extra & 7) == 7)
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pTSprite->clipdist |= TSPR_MDLROTATE; // per-sprite rotation setting.
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}
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}
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sectortype* pSector = pTSprite->sectp;
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XSECTOR const* pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
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int nShade = pTSprite->shade;
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