From afa821c2fdb964e137e0c28e0df11061dfedb41f Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 6 Dec 2022 19:45:26 +0100 Subject: [PATCH] - removed redundant voxel/model code in Blood's animatesprites. This just duplicated the generic handling in the renderer so it is not needed. --- source/games/blood/src/animatesprite.cpp | 35 ------------------------ 1 file changed, 35 deletions(-) diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index 80e9dec96..81f90b5c0 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -653,41 +653,6 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA, nAnim--; } - if ((pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && r_voxels && !(owneractor->sprext.renderflags & SPREXT_NOTMD)) - { - int const nRootTile = pTSprite->picnum; - int nAnimTile = pTSprite->picnum + tileAnimateOfs(pTSprite->picnum, (pTSprite->ownerActor->GetIndex() & 16383)); - -#if 0 - if (tiletovox[nAnimTile] != -1) - { - pTSprite->yoffset += tileTopOffset(nAnimTile); - pTSprite->xoffset += tileLeftOffset(nAnimTile); - } -#endif - - int const nVoxel = tiletovox[pTSprite->picnum]; - - if (nVoxel != -1 && (picanm[nRootTile].extra & 7) == 7) - pTSprite->clipdist |= TSPR_MDLROTATE; // per-sprite rotation setting. - } - - if ((pTSprite->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLAB && hw_models && !(owneractor->sprext.renderflags & SPREXT_NOTMD)) - { - int const nRootTile = pTSprite->picnum; - int nAnimTile = pTSprite->picnum + tileAnimateOfs(pTSprite->picnum, (pTSprite->ownerActor->GetIndex() & 16383)); - auto pt = modelManager.GetModel(nAnimTile, pTSprite->pal); - - if (pt && pt->modelid >= 0 && pt->framenum >= 0) - { - pTSprite->yoffset += tileTopOffset(nAnimTile); - pTSprite->xoffset += tileLeftOffset(nAnimTile); - - if ((picanm[nRootTile].extra & 7) == 7) - pTSprite->clipdist |= TSPR_MDLROTATE; // per-sprite rotation setting. - } - } - sectortype* pSector = pTSprite->sectp; XSECTOR const* pXSector = pSector->hasX() ? &pSector->xs() : nullptr; int nShade = pTSprite->shade;