- changed all model related references to level.

This commit is contained in:
Christoph Oelckers 2019-01-29 02:18:19 +01:00
commit 473892dede
7 changed files with 19 additions and 18 deletions

View file

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