- moved particle storage into FLevelLocals.
- moved parts of the render setup out of the separate render functions. Things like particle and polyobject linking were duplicated several times for rendering different things in different renderers. These things only need to be set up once before the renderer is started so it makes a lot more sense to consolidate them into one place outside the actual rendering code.
This commit is contained in:
parent
50d59e99cb
commit
68667e5eaa
22 changed files with 139 additions and 128 deletions
|
|
@ -5619,7 +5619,7 @@ AActor *P_SpawnPuff (AActor *source, PClassActor *pufftype, const DVector3 &pos1
|
|||
{
|
||||
if (cl_pufftype && updown != 3 && (puff->flags4 & MF4_ALLOWPARTICLES))
|
||||
{
|
||||
P_DrawSplash2 (32, pos, particledir, updown, 1);
|
||||
P_DrawSplash2 (source->Level, 32, pos, particledir, updown, 1);
|
||||
if (cl_pufftype == 1) puff->renderflags |= RF_INVISIBLE;
|
||||
}
|
||||
|
||||
|
|
@ -5743,7 +5743,7 @@ void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *origina
|
|||
}
|
||||
|
||||
if (bloodtype >= 1)
|
||||
P_DrawSplash2 (40, pos, dir, 2, originator->BloodColor);
|
||||
P_DrawSplash2 (originator->Level, 40, pos, dir, 2, originator->BloodColor);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
|
||||
|
|
@ -5794,7 +5794,7 @@ void P_BloodSplatter (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2 (40, pos, hitangle-180., 2, originator->BloodColor);
|
||||
P_DrawSplash2 (originator->Level, 40, pos, hitangle-180., 2, originator->BloodColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -5835,7 +5835,7 @@ void P_BloodSplatter2 (const DVector3 &pos, AActor *originator, DAngle hitangle)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2(40, pos + add, hitangle - 180., 2, originator->BloodColor);
|
||||
P_DrawSplash2(originator->Level, 40, pos + add, hitangle - 180., 2, originator->BloodColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -5895,7 +5895,7 @@ void P_RipperBlood (AActor *mo, AActor *bleeder)
|
|||
}
|
||||
if (bloodtype >= 1)
|
||||
{
|
||||
P_DrawSplash2(28, pos, bleeder->AngleTo(mo) + 180., 0, bleeder->BloodColor);
|
||||
P_DrawSplash2(bleeder->Level, 28, pos, bleeder->AngleTo(mo) + 180., 0, bleeder->BloodColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue