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- Uplift renderer entry point to DVector3
and provide wrappers for old setups.
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7 changed files with 22 additions and 13 deletions
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@ -5,8 +5,17 @@
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class FSerializer;
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struct IntRect;
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void render_drawrooms(DCoreActor* playersprite, const vec3_t& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov = -1);
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void render_camtex(DCoreActor* playersprite, const vec3_t& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio);
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void render_drawrooms(DCoreActor* playersprite, const DVector3& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov = -1);
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void render_camtex(DCoreActor* playersprite, const DVector3& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio);
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inline void render_drawrooms(DCoreActor* playersprite, const vec3_t& position, int sectnum, DAngle angle, fixedhoriz horizon, DAngle rollang, double smoothratio, float fov = -1)
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{
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render_drawrooms(playersprite, DVector3(position.X * inttoworld, position.Y * inttoworld, position.Z * zinttoworld), sectnum, angle, horizon, rollang, smoothratio, fov);
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}
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inline void render_camtex(DCoreActor* playersprite, const vec3_t& position, sectortype* sect, DAngle angle, fixedhoriz horizon, DAngle rollang, FGameTexture* camtex, IntRect& rect, double smoothratio)
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{
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render_camtex(playersprite, DVector3(position.X* inttoworld, position.Y * inttoworld, position.Z* zinttoworld), sect, angle, horizon, rollang, camtex, rect, smoothratio);
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}
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struct PortalDesc
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{
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