- removed redundant voxel/model code in Blood's animatesprites.

This just duplicated the generic handling in the renderer so it is not needed.
This commit is contained in:
Christoph Oelckers 2022-12-06 19:45:26 +01:00
parent 0869497ecb
commit afa821c2fd

View file

@ -653,41 +653,6 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
nAnim--; 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; sectortype* pSector = pTSprite->sectp;
XSECTOR const* pXSector = pSector->hasX() ? &pSector->xs() : nullptr; XSECTOR const* pXSector = pSector->hasX() ? &pSector->xs() : nullptr;
int nShade = pTSprite->shade; int nShade = pTSprite->shade;