- changed all model related references to level.
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7 changed files with 19 additions and 18 deletions
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@ -167,13 +167,13 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
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objectToWorldMatrix.rotate(-smf->rolloffset, 1, 0, 0);
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// consider the pixel stretching. For non-voxels this must be factored out here
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor() : 1.f) / actor->Level->info->pixelstretch;
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float stretch = (smf->modelIDs[0] != -1 ? Models[smf->modelIDs[0]]->getAspectFactor(actor->Level) : 1.f) / actor->Level->info->pixelstretch;
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objectToWorldMatrix.scale(1, stretch, 1);
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float orientation = scaleFactorX * scaleFactorY * scaleFactorZ;
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BeginDrawModel(actor, smf, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(smf, actor->state, actor->tics, actor->GetClass(), translation);
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RenderFrameModels(actor->Level, smf, actor->state, actor->tics, actor->GetClass(), translation);
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EndDrawModel(actor, smf);
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}
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@ -211,11 +211,11 @@ void FModelRenderer::RenderHUDModel(DPSprite *psp, float ofsX, float ofsY)
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float orientation = smf->xscale * smf->yscale * smf->zscale;
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BeginDrawHUDModel(playermo, objectToWorldMatrix, orientation < 0);
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RenderFrameModels(smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
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RenderFrameModels(playermo->Level, smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), 0);
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EndDrawHUDModel(playermo);
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}
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void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
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void FModelRenderer::RenderFrameModels(FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation)
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{
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// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
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// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
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@ -229,7 +229,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !level.isFrozen())
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if (ConsoleState == c_up && menuactive != MENU_On && !Level->isFrozen())
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{
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ticFraction = I_GetTimeFrac();
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}
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