- Added a new MapMarker actor. Instead of appearing in the 3D view, it appears

on the automap instead. If its first argument is zero, the map marker itself
  appears on the automap, otherwise it is drawn on top of any actor with a TID
  matching that argument. If the second argument is one, then the map marker
  will only be appear if the player has previously seen the sector it is one.
  You can use Thing_Activate and Thing_Deactivate on markers to turn them on
  and off. And if you subclass MapMarker with DECORATE, you can easily make
  your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
  drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
  screenblocks < 10.


SVN r356 (trunk)
This commit is contained in:
Randy Heit 2006-10-20 04:04:04 +00:00
commit ef1a5a115f
15 changed files with 239 additions and 52 deletions

View file

@ -1236,26 +1236,23 @@ void R_ProjectSprite (AActor *thing, int fakeside)
}
flip = 0;
if (thing->picnum != 0xFFFF)
if (tex->Rotations != 0xFFFF)
{
if (tex->Rotations != 0xFFFF)
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
angle_t ang = R_PointToAngle (fx, fy);
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
angle_t ang = R_PointToAngle (fx, fy);
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
flip = sprframe->Flip & (1 << rot);
tex = TexMan[picnum]; // Do not animate the rotation
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
flip = sprframe->Flip & (1 << rot);
tex = TexMan[picnum]; // Do not animate the rotation
}
}
else