- floatified the global view variables.
The software renderer still uses internal copies of the fixed point version.
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14 changed files with 142 additions and 168 deletions
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@ -802,7 +802,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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{
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
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angle_t ang = R_PointToAngle (fx, fy);
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angle_t ang = R_PointToAngle2 (viewx, viewy, fx, fy);
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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@ -841,7 +841,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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//picnum = SpriteFrames[sprdef->spriteframes + thing->frame].Texture[0];
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// choose a different rotation based on player view
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spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + thing->frame];
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angle_t ang = R_PointToAngle (fx, fy);
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angle_t ang = R_PointToAngle2 (viewx, viewy, fx, fy);
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angle_t rot;
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if (sprframe->Texture[0] == sprframe->Texture[1])
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{
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