- 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)
This commit is contained in:
Christoph Oelckers 2006-06-18 15:49:00 +00:00
commit a42f98af15
10 changed files with 113 additions and 29 deletions

View file

@ -98,6 +98,7 @@ static TArray<InterpolationViewer> PastViewers;
static int centerxwide;
static bool polyclipped;
static bool r_showviewer;
bool r_dontmaplines;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
@ -1403,7 +1404,7 @@ void R_SetupBuffer (bool inview)
//
//==========================================================================
void R_RenderActorView (AActor *actor)
void R_RenderActorView (AActor *actor, bool dontmaplines)
{
WallCycles = PlaneCycles = MaskedCycles = WallScanCycles = 0;
@ -1441,6 +1442,8 @@ void R_RenderActorView (AActor *actor)
MirrorFlags = 0;
ActiveWallMirror = NULL;
r_dontmaplines = dontmaplines;
// [RH] Hack to make windows into underwater areas possible
r_fakingunderwater = false;
@ -1518,7 +1521,7 @@ void R_RenderActorView (AActor *actor)
//==========================================================================
void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
int x, int y, int width, int height)
int x, int y, int width, int height, bool dontmaplines)
{
const int saveddetail = detailxshift | (detailyshift << 1);
const bool savedviewactive = viewactive;
@ -1535,7 +1538,7 @@ void R_RenderViewToCanvas (AActor *actor, DCanvas *canvas,
viewwindowy = y;
viewactive = true;
R_RenderActorView (actor);
R_RenderActorView (actor, dontmaplines);
RenderTarget = screen;
bRenderingToCanvas = false;
@ -1579,6 +1582,7 @@ void FCanvasTextureInfo::Add (AActor *viewpoint, int picnum, int fov)
// Yes, change its assignment to this new camera
probe->Viewpoint = viewpoint;
probe->FOV = fov;
texture->bFirstUpdate = true;
return;
}
}
@ -1589,6 +1593,7 @@ void FCanvasTextureInfo::Add (AActor *viewpoint, int picnum, int fov)
probe->PicNum = picnum;
probe->FOV = fov;
probe->Next = List;
texture->bFirstUpdate = true;
List = probe;
}