- adjustments to GL renderer for decal and alpha changes.
- handle portals in sprite lighting, but do not use the playsim's utility functions for efficiency.
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eee5143b26
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5 changed files with 47 additions and 26 deletions
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@ -300,7 +300,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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visstyle_t vis;
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vis.RenderStyle=playermo->RenderStyle;
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vis.alpha=playermo->Alpha;
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vis.Alpha=playermo->Alpha;
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vis.colormap = NULL;
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if (playermo->Inventory)
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{
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@ -350,7 +350,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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}
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else if (trans == 0.f)
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{
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trans = FIXED2FLOAT(vis.alpha);
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trans = vis.Alpha;
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}
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// now draw the different layers of the weapon
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