- Added another set of ACS inventory functions which take a tid for the actor
and aren't limited to the script's activator. - Added GetSectorLightLevel(tag), GetActorCeilingZ(tid) and SetActorPosition(tid, x, y, z, fog) ACS functions. - Fixed: First initialization of camera textures should not mark the rendered lines as mapped. SVN r198 (trunk)
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10 changed files with 113 additions and 29 deletions
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@ -98,6 +98,7 @@ static TArray<InterpolationViewer> PastViewers;
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static int centerxwide;
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static bool polyclipped;
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static bool r_showviewer;
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bool r_dontmaplines;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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@ -1403,7 +1404,7 @@ void R_SetupBuffer (bool inview)
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//
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//==========================================================================
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void R_RenderActorView (AActor *actor)
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void R_RenderActorView (AActor *actor, bool dontmaplines)
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{
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WallCycles = PlaneCycles = MaskedCycles = WallScanCycles = 0;
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@ -1441,6 +1442,8 @@ void R_RenderActorView (AActor *actor)
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MirrorFlags = 0;
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ActiveWallMirror = NULL;
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r_dontmaplines = dontmaplines;
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// [RH] Hack to make windows into underwater areas possible
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r_fakingunderwater = false;
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@ -1518,7 +1521,7 @@ void R_RenderActorView (AActor *actor)
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//==========================================================================
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void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
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int x, int y, int width, int height)
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int x, int y, int width, int height, bool dontmaplines)
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{
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const int saveddetail = detailxshift | (detailyshift << 1);
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const bool savedviewactive = viewactive;
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@ -1535,7 +1538,7 @@ void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
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viewwindowy = y;
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viewactive = true;
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R_RenderActorView (actor);
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R_RenderActorView (actor, dontmaplines);
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RenderTarget = screen;
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bRenderingToCanvas = false;
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@ -1579,6 +1582,7 @@ void FCanvasTextureInfo::Add (AActor *viewpoint, int picnum, int fov)
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// Yes, change its assignment to this new camera
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probe->Viewpoint = viewpoint;
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probe->FOV = fov;
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texture->bFirstUpdate = true;
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return;
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}
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}
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@ -1589,6 +1593,7 @@ void FCanvasTextureInfo::Add (AActor *viewpoint, int picnum, int fov)
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probe->PicNum = picnum;
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probe->FOV = fov;
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probe->Next = List;
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texture->bFirstUpdate = true;
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List = probe;
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}
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