- Strife game code refactored for coordinates.

This commit is contained in:
Christoph Oelckers 2016-01-19 11:50:07 +01:00
commit 9f78bcd1e6
21 changed files with 124 additions and 115 deletions

View file

@ -670,9 +670,10 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
}
// [RH] Interpolate the sprite's position to make it look smooth
fx = thing->PrevX + FixedMul (r_TicFrac, thing->x - thing->PrevX);
fy = thing->PrevY + FixedMul (r_TicFrac, thing->y - thing->PrevY);
fz = thing->PrevZ + FixedMul (r_TicFrac, thing->z - thing->PrevZ) + thing->GetBobOffset(r_TicFrac);
fixedvec3 pos = thing->InterpolatedPosition(r_TicFrac);
fx = pos.x;
fy = pos.y;
fz = pos.z +thing->GetBobOffset(r_TicFrac);
tex = NULL;
voxel = NULL;
@ -1145,12 +1146,12 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
{
if(!(rover->top.plane->a) && !(rover->top.plane->b))
{
if(rover->top.plane->Zat0() <= thing->z) fakefloor = rover;
if(rover->top.plane->Zat0() <= thing->Z()) fakefloor = rover;
}
}
if(!(rover->bottom.plane->a) && !(rover->bottom.plane->b))
{
if(rover->bottom.plane->Zat0() >= thing->z + thing->height) fakeceiling = rover;
if(rover->bottom.plane->Zat0() >= thing->Top()) fakeceiling = rover;
}
}
R_ProjectSprite (thing, fakeside, fakefloor, fakeceiling);