Rename vissprite_t to VisibleSprite, convert it into a base class and lower all variables if possible. Remove unused fields and unions.
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57d8b0e34c
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55131a7a6d
16 changed files with 150 additions and 148 deletions
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@ -156,7 +156,7 @@ namespace swrenderer
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double yscale = spriteScale.Y / tex->Scale.Y;
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// store information in a vissprite
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vissprite_t *vis = RenderMemory::NewObject<vissprite_t>();
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RenderSprite *vis = RenderMemory::NewObject<RenderSprite>();
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vis->CurrentPortalUniq = renderportal->CurrentPortalUniq;
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vis->xscale = FLOAT2FIXED(xscale);
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@ -166,7 +166,7 @@ namespace swrenderer
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vis->texturemid = tex->TopOffset - (ViewPos.Z - pos.Z + thing->Floorclip) / yscale;
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vis->x1 = x1 < renderportal->WindowLeft ? renderportal->WindowLeft : x1;
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vis->x2 = x2 > renderportal->WindowRight ? renderportal->WindowRight : x2;
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vis->Angle = thing->Angles.Yaw;
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//vis->Angle = thing->Angles.Yaw;
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if (renderflags & RF_XFLIP)
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{
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@ -202,12 +202,10 @@ namespace swrenderer
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vis->fakefloor = fakefloor;
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vis->fakeceiling = fakeceiling;
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vis->Style.ColormapNum = 0;
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vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
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vis->bSplitSprite = false;
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//vis->bInMirror = renderportal->MirrorFlags & RF_XFLIP;
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//vis->bSplitSprite = false;
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vis->pic = tex;
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vis->bIsVoxel = false;
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vis->bWallSprite = false;
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vis->foggy = foggy;
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@ -278,8 +276,10 @@ namespace swrenderer
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VisibleSpriteList::Instance()->Push(vis);
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}
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void RenderSprite::Render(vissprite_t *vis, const short *mfloorclip, const short *mceilingclip)
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void RenderSprite::Render(short *mfloorclip, short *mceilingclip, int, int)
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{
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auto vis = this;
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fixed_t frac;
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FTexture *tex;
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int x2;
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