Decoupled IQM Model Animations
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1a8dfd2dfa
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5d5e7ca042
14 changed files with 515 additions and 75 deletions
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@ -707,7 +707,7 @@ void HWDrawInfo::PreparePlayerSprites2D(sector_t * viewsector, area_t in_area)
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{
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if (!psp->GetState()) continue;
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller, psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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FSpriteModelFrame *smf = FindModelFrame(psp->Caller, psp->GetSprite(), psp->GetFrame(), false);
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// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
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if (smf) continue;
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@ -792,7 +792,7 @@ void HWDrawInfo::PreparePlayerSprites3D(sector_t * viewsector, area_t in_area)
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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if (!psp->GetState()) continue;
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller, psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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FSpriteModelFrame *smf = FindModelFrame(psp->Caller, psp->GetSprite(), psp->GetFrame(), false);
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// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
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if (!smf) continue;
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