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- removed Interp_Sprite_Z.
This was redundant and interfered with the reworked automatic sprite interpolation.
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4 changed files with 0 additions and 14 deletions
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@ -54,7 +54,6 @@ double Get(int index, int type)
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case Interp_Wall_PanX: return wall[index].xpan_;
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case Interp_Wall_PanY: return wall[index].ypan_;
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case Interp_Sprite_Z: return sprite[index].z;
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default: return 0;
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}
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}
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@ -77,8 +76,6 @@ void Set(int index, int type, double val)
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case Interp_Wall_Y: old = wall[index].y; wall[index].y = xs_CRoundToInt(val); if (wall[index].y != old) sector[wall[index].sector].dirty = 255; break;
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case Interp_Wall_PanX: wall[index].xpan_ = float(val); break;
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case Interp_Wall_PanY: wall[index].ypan_ = float(val); break;
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case Interp_Sprite_Z: sprite[index].z = xs_CRoundToInt(val); break;
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}
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}
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@ -13,8 +13,6 @@ enum EInterpolationType
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Interp_Wall_X,
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Interp_Wall_Y,
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Interp_Sprite_Z,
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Interp_Pan_First,
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Interp_Sect_FloorPanX = Interp_Pan_First,
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Interp_Sect_FloorPanY,
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@ -644,10 +644,6 @@ void KillActor(DSWActor* actor)
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// any Anims attached
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AnimDelete(ANIM_Userz, 0, actor);
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AnimDelete(ANIM_Spritez, 0, actor);
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StopInterpolation(actor->GetSpriteIndex(), Interp_Sprite_Z);
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//if (TEST(u->Flags2, SPR2_DONT_TARGET_OWNER))
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// Zombies--;
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// adjust sprites attached to sector objects
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if (TEST(u->Flags, SPR_SO_ATTACHED))
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@ -286,11 +286,6 @@ void InterpSectorSprites(sectortype* sect, bool state)
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if (TEST(u->Flags, SPR_SKIP2) && sp->statnum <= STAT_SKIP2_INTERP_END)
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continue;
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}
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if (state)
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StartInterpolation(actor->GetSpriteIndex(), Interp_Sprite_Z);
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else
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StopInterpolation(actor->GetSpriteIndex(), Interp_Sprite_Z);
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}
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}
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