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- Duke: Floatify last part of automap draw code.
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1 changed files with 10 additions and 23 deletions
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@ -402,6 +402,9 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, cons
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int xdim = twod->GetWidth() << 11;
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int ydim = twod->GetHeight() << 11;
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auto xydim = DVector2(twod->GetWidth() * 0.5, twod->GetHeight() * 0.5);
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auto cp = DVector2(cposx, cposy) * inttoworld;
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//Draw sprites
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auto pactor = ps[screenpeek].GetActor();
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for (unsigned ii = 0; ii < sector.Size(); ii++)
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@ -418,9 +421,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, cons
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sprx = act->int_pos().X;
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spry = act->int_pos().Y;
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auto xydim = DVector2(twod->GetWidth() * 0.5, twod->GetHeight() * 0.5);
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auto sp = DVector2(sprx, spry) * inttoworld;
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auto cp = DVector2(cposx, cposy) * inttoworld;
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if ((act->spr.cstat & CSTAT_SPRITE_BLOCK_ALL) != 0) switch (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK)
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{
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@ -504,32 +505,18 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, cons
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for (p = connecthead; p >= 0; p = connectpoint2[p])
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{
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auto act = ps[p].GetActor();
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ox = mx - cposx;
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oy = my - cposy;
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x1 = DMulScale(ox, xvect, -oy, yvect, 16);
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y1 = DMulScale(oy, xvect, ox, yvect, 16);
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int xx = twod->GetWidth() / 2. + x1 / 4096.;
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int yy = twod->GetHeight() / 2. + y1 / 4096.;
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auto const daang = -((!SyncInput() ? act->spr.angle : act->interpolatedangle(smoothratio / 65536.)) - cang).Normalized360().Degrees();
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if (p == screenpeek || ud.coop == 1)
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{
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auto& pp = ps[p];
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if (act->spr.xvel > 16 && pp.on_ground)
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i = TILE_APLAYERTOP + ((PlayClock >> 4) & 3);
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else
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i = TILE_APLAYERTOP;
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auto act = pp.GetActor();
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i = TILE_APLAYERTOP + (act->spr.xvel > 16 && pp.on_ground ? (PlayClock >> 4) & 3 : 0);
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j = clamp(czoom * (act->spr.yrepeat + abs(pp.truefz - pp.pos.Z)), 22000., 131072.);
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j = abs(int(pp.truefz - pp.pos.Z));
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j = czoom * (act->spr.yrepeat + j);
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an = -cang;
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auto const vec = OutAutomapVector(DVector2(mx, my) * inttoworld - cp, an.Sin(), an.Cos(), czoom / 1024., xydim);
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auto const daang = -((!SyncInput() ? act->spr.angle : act->interpolatedangle(smoothratio / 65536.)) - cang).Normalized360().Degrees();
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if (j < 22000) j = 22000;
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else if (j > (65536 << 1)) j = (65536 << 1);
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DrawTexture(twod, tileGetTexture(i), xx, yy, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), act->spr.pal), DTA_CenterOffset, true,
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DrawTexture(twod, tileGetTexture(i), vec.X, vec.Y, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), act->spr.pal), DTA_CenterOffset, true,
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DTA_Rotate, daang, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j / 65536., DTA_ScaleY, j / 65536., TAG_DONE);
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}
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}
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