- adjustments for floating point changes.

This commit is contained in:
Christoph Oelckers 2016-03-21 02:57:02 +01:00
commit b54b34a512
19 changed files with 107 additions and 91 deletions

View file

@ -71,7 +71,7 @@ EXTERN_CVAR (Bool, r_deathcamera)
//
//==========================================================================
void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed_t sy, bool hudModelStep, int OverrideShader, bool alphatexture)
void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp, float sx, float sy, bool hudModelStep, int OverrideShader, bool alphatexture)
{
float fU1,fV1;
float fU2,fV2;
@ -109,7 +109,7 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
// calculate edges of the shape
scalex = xratio[WidescreenRatio] * vw / 320;
tx = FIXED2FLOAT(sx) - (160 - r.left);
tx = sx - (160 - r.left);
x1 = tx * scalex + vw/2;
if (x1 > vw) return; // off the right side
x1 += viewwindowx;
@ -121,7 +121,7 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
// killough 12/98: fix psprite positioning problem
ftexturemid = 100.f - FIXED2FLOAT(sy) - r.top;
ftexturemid = 100.f - sy - r.top;
AWeapon * wi=player->ReadyWeapon;
if (wi && wi->YAdjust)
@ -188,7 +188,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
unsigned int i;
pspdef_t *psp;
int lightlevel=0;
fixed_t ofsx, ofsy;
float ofsx, ofsy;
FColormap cm;
sector_t * fakesec, fs;
AActor * playermo=players[consoleplayer].camera;
@ -202,7 +202,10 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
(r_deathcamera && camera->health <= 0))
return;
P_BobWeapon (player, &player->psprites[ps_weapon], &ofsx, &ofsy);
fixed_t ox, oy;
P_BobWeapon (player, &player->psprites[ps_weapon], &ox, &oy);
ofsx = FIXED2FLOAT(ox);
ofsy = FIXED2FLOAT(oy);
// check for fullbright
if (player->fixedcolormap==NOFIXEDCOLORMAP)
@ -250,7 +253,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
lightlevel = (1.0 - min_L) * 255;
}
lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->X(), playermo->Y(), playermo->Z());
lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->_f_X(), playermo->_f_Y(), playermo->_f_Z());
// calculate colormap for weapon sprites
if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)