Merge branch 'master' into gonesolong
Conflicts: src/CMakeLists.txt src/b_think.cpp src/g_doom/a_doomweaps.cpp src/g_hexen/a_clericstaff.cpp src/g_hexen/a_fighterplayer.cpp src/namedef.h src/p_enemy.cpp src/p_local.h src/p_mobj.cpp src/p_teleport.cpp src/sc_man_tokens.h src/thingdef/thingdef_codeptr.cpp src/thingdef/thingdef_function.cpp src/thingdef/thingdef_parse.cpp wadsrc/static/actors/actor.txt wadsrc/static/actors/constants.txt wadsrc/static/actors/shared/inventory.txt - Added register reuse to VMFunctionBuilder for FxPick's code emitter. - Note to self: Need to reimplement IsPointerEqual and CheckClass, which were added to thingdef_function.cpp over the past year, as this file no longer exists in this branch.
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commit
b5e4153c78
182 changed files with 23025 additions and 8730 deletions
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@ -95,6 +95,7 @@ extern fixed_t globaluclip, globaldclip;
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EXTERN_CVAR (Bool, st_scale)
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EXTERN_CVAR(Bool, r_shadercolormaps)
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EXTERN_CVAR(Int, r_drawfuzz)
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EXTERN_CVAR(Bool, r_deathcamera);
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//
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// Sprite rotation 0 is facing the viewer,
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@ -1417,7 +1418,8 @@ void R_DrawPlayerSprites ()
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if (!r_drawplayersprites ||
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!camera->player ||
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(players[consoleplayer].cheats & CF_CHASECAM))
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(players[consoleplayer].cheats & CF_CHASECAM) ||
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(r_deathcamera && camera->health <= 0))
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return;
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if(fixedlightlev < 0 && viewsector->e && viewsector->e->XFloor.lightlist.Size()) {
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@ -2083,9 +2085,22 @@ void R_DrawSprite (vissprite_t *spr)
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r1 = MAX<int> (ds->x1, x1);
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r2 = MIN<int> (ds->x2, x2);
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fixed_t neardepth, fardepth;
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if (!spr->bWallSprite)
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{
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if (ds->sz1 < ds->sz2)
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{
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neardepth = ds->sz1, fardepth = ds->sz2;
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}
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else
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{
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neardepth = ds->sz2, fardepth = ds->sz1;
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}
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}
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// Check if sprite is in front of draw seg:
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if (DMulScale32(spr->gy - ds->curline->v1->y, ds->curline->v2->x - ds->curline->v1->x,
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ds->curline->v1->x - spr->gx, ds->curline->v2->y - ds->curline->v1->y) <= 0)
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if ((!spr->bWallSprite && neardepth > spr->depth) || ((spr->bWallSprite || fardepth > spr->depth) &&
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DMulScale32(spr->gy - ds->curline->v1->y, ds->curline->v2->x - ds->curline->v1->x,
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ds->curline->v1->x - spr->gx, ds->curline->v2->y - ds->curline->v1->y) <= 0))
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{
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// seg is behind sprite, so draw the mid texture if it has one
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if (ds->maskedtexturecol != -1 || ds->bFogBoundary)
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