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added some awful hackery to handle the different offsetting of Blood's native voxels vs. those imported via .DEF.
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3 changed files with 4 additions and 0 deletions
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@ -94,6 +94,7 @@ struct TexExtInfo
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uint8_t tileshade; // Blood's shade.dat
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};
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int16_t tiletovox; // engine-side voxel index
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int16_t voxoffs;
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picanm_t picanm; // tile-based animation data.
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uint32_t flags; // contents are game dependent.
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TileOffs hiofs;
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@ -637,6 +637,8 @@ void viewProcessSprites(tspriteArray& tsprites, const DVector3& cPos, DAngle cA,
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{
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pTSprite->cstat &= ~(CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP);
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auto tex = TexMan.GetGameTexture(pTSprite->spritetexture());
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auto ofs = GetExtInfo(nTex).voxoffs;
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pTSprite->yoffset += ofs;
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if (nAnimType == 7)
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{
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pTSprite->Angles.Yaw = myclock.Normalized360();
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@ -87,6 +87,7 @@ void GameInterface::LoadTextureInfo(TilesetBuildInfo& info)
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if (voxindex > -1 && (info.tile[i].extinfo.picanm.extra & 7) >= 6)
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{
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info.tile[i].extinfo.tiletovox = voxindex;
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info.tile[i].extinfo.voxoffs = (uint8_t)info.tile[i].orgimage->GetOffsets().second;
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}
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}
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}
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