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- preparations for unlimited tsprites.
Right now it is a no-op because Polymost cannot deal with this properly.
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2377b17106
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7 changed files with 11 additions and 0 deletions
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@ -428,3 +428,7 @@ inline int pushmove(vec3_t* const vect, sectortype** const sect, int32_t const w
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}
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tspritetype* renderAddTsprite(tspritetype* tsprite, int& spritesortcnt, DCoreActor* actor);
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inline void validateTSpriteSize(tspritetype*& tsprite, int& spritesortcnt)
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{
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}
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@ -412,6 +412,8 @@ void dragpoint(walltype* startwall, int newx, int newy)
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tspritetype* renderAddTsprite(tspritetype* tsprite, int& spritesortcnt, DCoreActor* actor)
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{
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validateTSpriteSize(tsprite, spritesortcnt);
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if (spritesortcnt >= MAXSPRITESONSCREEN) return nullptr;
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auto tspr = &tsprite[spritesortcnt++];
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@ -553,6 +553,7 @@ void viewProcessSprites(tspritetype* tsprite, int& spritesortcnt, int32_t cX, in
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int nViewSprites = spritesortcnt;
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for (int nTSprite = spritesortcnt - 1; nTSprite >= 0; nTSprite--)
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{
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validateTSpriteSize(tsprite, spritesortcnt);
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tspritetype* pTSprite = &tsprite[nTSprite];
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auto owneractor = static_cast<DBloodActor*>(pTSprite->ownerActor);
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if (owneractor->spr.detail > gDetail)
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@ -139,6 +139,7 @@ void animatesprites_d(tspritetype* tsprite, int& spritesortcnt, int x, int y, in
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//Between drawrooms() and drawmasks() is the perfect time to animate sprites
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for (j = 0; j < spritesortcnt; j++)
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{
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validateTSpriteSize(tsprite, spritesortcnt);
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t = &tsprite[j];
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h = static_cast<DDukeActor*>(t->ownerActor);
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auto OwnerAc = h->GetOwner();
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@ -124,6 +124,7 @@ void animatesprites_r(tspritetype* tsprite, int& spritesortcnt, int x, int y, in
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//Between drawrooms() and drawmasks() is the perfect time to animate sprites
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for (j = 0; j < spritesortcnt; j++)
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{
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validateTSpriteSize(tsprite, spritesortcnt);
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t = &tsprite[j];
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h = static_cast<DDukeActor*>(t->ownerActor);
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auto OwnerAc = h->GetOwner();
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@ -73,6 +73,7 @@ static void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int x, int
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myspritesortcnt = &spritesortcnt;
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for (int i = 0; i < spritesortcnt; i++) {
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validateTSpriteSize(tsprite, spritesortcnt);
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pTSprite = &tsprite[i];
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if (pTSprite->ownerActor)
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@ -605,6 +605,7 @@ void analyzesprites(tspritetype* tsprite, int& spritesortcnt, int viewx, int vie
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for (tSpriteNum = spritesortcnt - 1; tSpriteNum >= 0; tSpriteNum--)
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{
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validateTSpriteSize(tsprite, spritesortcnt);
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tspritetype* tsp = &tsprite[tSpriteNum];
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auto tActor = static_cast<DSWActor*>(tsp->ownerActor);
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auto tsectp = tsp->sectp;
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