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Commits on Source (10)
......@@ -903,7 +903,7 @@ static void readspriteframe(MYFILE *f, spriteinfo_t *sprinfo, UINT8 frame)
else if (fastcmp(word, "YPIVOT"))
sprinfo->pivot[frame].y = value;
else if (fastcmp(word, "ROTAXIS"))
sprinfo->pivot[frame].rotaxis = value;
deh_warning("SpriteInfo: ROTAXIS is deprecated and will be removed.");
else
{
f->curpos = lastline;
......
......@@ -93,33 +93,22 @@ typedef struct FVector
//Hurdler: Transform (coords + angles)
//BP: transform order : scale(rotation_x(rotation_y(translation(v))))
// Kart features
//#define USE_FTRANSFORM_ANGLEZ
//#define USE_FTRANSFORM_MIRROR
// Vanilla features
#define USE_MODEL_NEXTFRAME
typedef struct
{
FLOAT x,y,z; // position
#ifdef USE_FTRANSFORM_ANGLEZ
FLOAT anglex,angley,anglez; // aimingangle / viewangle
#else
FLOAT anglex,angley; // aimingangle / viewangle
#endif
FLOAT scalex,scaley,scalez;
FLOAT fovxangle, fovyangle;
UINT8 splitscreen;
boolean flip; // screenflip
boolean roll;
SINT8 rollflip;
FLOAT rollangle; // done to not override USE_FTRANSFORM_ANGLEZ
UINT8 rotaxis;
FLOAT centerx, centery;
#ifdef USE_FTRANSFORM_MIRROR
FLOAT rollx, rollz;
boolean mirror; // SRB2Kart: Encore Mode
#endif
boolean shearing; // 14042019
float viewaiming; // 17052019
} FTransform;
......
......@@ -51,7 +51,7 @@ EXPORT void HWRAPI(ClearMipMapCache) (void);
EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value);
//Hurdler: added for new development
EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface);
EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float hscale, float vscale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface);
EXPORT void HWRAPI(CreateModelVBOs) (model_t *model);
EXPORT void HWRAPI(SetTransform) (FTransform *ptransform);
EXPORT INT32 HWRAPI(GetTextureUsed) (void);
......@@ -136,4 +136,3 @@ extern struct hwdriver_s hwdriver;
#endif //not defined _CREATE_DLL_
#endif //__HWR_DRV_H__
......@@ -137,7 +137,7 @@ static fixed_t dup_viewx, dup_viewy, dup_viewz;
static angle_t dup_viewangle;
static float gl_viewx, gl_viewy, gl_viewz;
static float gl_viewsin, gl_viewcos;
float gl_viewsin, gl_viewcos;
// Maybe not necessary with the new T&L code (needs to be checked!)
static float gl_viewludsin, gl_viewludcos; // look up down kik test
......@@ -5021,6 +5021,7 @@ static void HWR_ProjectSprite(mobj_t *thing)
#ifdef ROTSPRITE
patch_t *rotsprite = NULL;
INT32 rollangle = 0;
angle_t spriterotangle = 0;
#endif
if (!thing)
......@@ -5168,10 +5169,12 @@ static void HWR_ProjectSprite(mobj_t *thing)
spr_topoffset = spritecachedinfo[lumpoff].topoffset;
#ifdef ROTSPRITE
if (thing->rollangle
spriterotangle = R_SpriteRotationAngle(thing);
if (spriterotangle != 0
&& !(splat && !(thing->renderflags & RF_NOSPLATROLLANGLE)))
{
rollangle = R_GetRollAngle(thing->rollangle);
rollangle = R_GetRollAngle(spriterotangle);
rotsprite = Patch_GetRotatedSprite(sprframe, (thing->frame & FF_FRAMEMASK), rot, flip, false, sprinfo, rollangle);
if (rotsprite != NULL)
......@@ -5720,6 +5723,8 @@ static void HWR_DrawSkyBackground(player_t *player)
fixed_t rol = AngleFixed(player->viewrollangle);
dometransform.rollangle = FIXED_TO_FLOAT(rol);
dometransform.roll = true;
dometransform.rollx = 1.0f;
dometransform.rollz = 0.0f;
}
dometransform.splitscreen = splitscreen;
......@@ -5998,6 +6003,8 @@ void HWR_RenderSkyboxView(INT32 viewnumber, player_t *player)
fixed_t rol = AngleFixed(player->viewrollangle);
atransform.rollangle = FIXED_TO_FLOAT(rol);
atransform.roll = true;
atransform.rollx = 1.0f;
atransform.rollz = 0.0f;
}
atransform.splitscreen = splitscreen;
......@@ -6212,6 +6219,8 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
fixed_t rol = AngleFixed(player->viewrollangle);
atransform.rollangle = FIXED_TO_FLOAT(rol);
atransform.roll = true;
atransform.rollx = 1.0f;
atransform.rollz = 0.0f;
}
atransform.splitscreen = splitscreen;
......
......@@ -115,6 +115,7 @@ extern float gl_viewwindowx, gl_basewindowcentery;
// BP: big hack for a test in lighting ref : 1249753487AB
extern fixed_t *hwbbox;
extern FTransform atransform;
extern float gl_viewsin, gl_viewcos;
// Render stats
......
......@@ -1345,10 +1345,7 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
const UINT8 hflip = (UINT8)(!(spr->mobj->mirrored) != !R_ThingHorizontallyFlipped(spr->mobj));
spritedef_t *sprdef;
spriteframe_t *sprframe;
spriteinfo_t *sprinfo;
angle_t ang;
INT32 mod;
float finalscale;
// Apparently people don't like jump frames like that, so back it goes
//if (tics > durs)
......@@ -1377,12 +1374,10 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
{
md2 = &md2_playermodels[(skin_t*)spr->mobj->skin-skins];
md2->skin = (skin_t*)spr->mobj->skin-skins;
sprinfo = &((skin_t *)spr->mobj->skin)->sprinfo[spr->mobj->sprite2];
}
else
{
md2 = &md2_models[spr->mobj->sprite];
sprinfo = &spriteinfo[spr->mobj->sprite];
}
// texture loading before model init, so it knows if sprite graphics are used, which
......@@ -1444,7 +1439,6 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
}
//HWD.pfnSetBlend(blend); // This seems to actually break translucency?
finalscale = md2->scale;
//Hurdler: arf, I don't like that implementation at all... too much crappy
if (gpatch && hwrPatch && hwrPatch->mipmap->format) // else if meant that if a texture couldn't be loaded, it would just end up using something else's texture
......@@ -1602,61 +1596,56 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
p.angley = FIXED_TO_FLOAT(anglef);
}
p.rollangle = 0.0f;
p.rollflip = 1;
p.rotaxis = 0;
if (spr->mobj->rollangle)
{
fixed_t anglef = AngleFixed(spr->mobj->rollangle);
p.rollangle = FIXED_TO_FLOAT(anglef);
p.roll = true;
// rotation pivot
p.centerx = FIXED_TO_FLOAT(spr->mobj->radius/2);
p.centery = FIXED_TO_FLOAT(spr->mobj->height/(flip ? -2 : 2));
// rotation axis
if (sprinfo->available)
p.rotaxis = (UINT8)(sprinfo->pivot[(spr->mobj->frame & FF_FRAMEMASK)].rotaxis);
// for NiGHTS specifically but should work everywhere else
ang = R_PointToAngle (spr->mobj->x, spr->mobj->y) - (spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle);
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
p.rollflip = 1;
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
p.rollflip = -1;
if (flip)
p.rollflip *= -1;
}
fixed_t anglef = AngleFixed(R_ModelRotationAngle(spr->mobj));
p.anglex = 0.0f;
p.rollangle = 0.0f;
#ifdef USE_FTRANSFORM_ANGLEZ
// Slope rotation from Kart
p.anglez = 0.0f;
if (spr->mobj->standingslope)
{
fixed_t tempz = spr->mobj->standingslope->normal.z;
fixed_t tempy = spr->mobj->standingslope->normal.y;
fixed_t tempx = spr->mobj->standingslope->normal.x;
fixed_t tempangle = AngleFixed(R_PointToAngle2(0, 0, FixedSqrt(FixedMul(tempy, tempy) + FixedMul(tempz, tempz)), tempx));
p.anglez = FIXED_TO_FLOAT(tempangle);
tempangle = -AngleFixed(R_PointToAngle2(0, 0, tempz, tempy));
p.anglex = FIXED_TO_FLOAT(tempangle);
if (anglef)
{
fixed_t camAngleDiff = AngleFixed(viewangle) - FLOAT_TO_FIXED(p.angley); // dumb reconversion back, I know
p.rollangle = FIXED_TO_FLOAT(anglef);
p.roll = true;
// rotation pivot
p.centerx = FIXED_TO_FLOAT(spr->mobj->radius / 2);
p.centery = FIXED_TO_FLOAT(spr->mobj->height / 2);
// rotation axes relative to camera
p.rollx = FIXED_TO_FLOAT(FINECOSINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT));
p.rollz = FIXED_TO_FLOAT(FINESINE(FixedAngle(camAngleDiff) >> ANGLETOFINESHIFT));
}
}
#endif
// SRB2CBTODO: MD2 scaling support
finalscale *= FIXED_TO_FLOAT(spr->mobj->scale);
#if 0
p.anglez = FIXED_TO_FLOAT(AngleFixed(spr->mobj->pitch));
p.anglex = FIXED_TO_FLOAT(AngleFixed(spr->mobj->roll));
#else
p.anglez = 0.f;
p.anglex = 0.f;
#endif
p.flip = atransform.flip;
#ifdef USE_FTRANSFORM_MIRROR
p.mirror = atransform.mirror; // from Kart
#endif
p.mirror = atransform.mirror;
HWD.pfnSetShader(SHADER_MODEL); // model shader
HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, finalscale, flip, hflip, &Surf);
{
float this_scale = FIXED_TO_FLOAT(spr->mobj->scale);
float xs = this_scale * FIXED_TO_FLOAT(spr->mobj->spritexscale);
float ys = this_scale * FIXED_TO_FLOAT(spr->mobj->spriteyscale);
float ox = xs * FIXED_TO_FLOAT(spr->mobj->spritexoffset);
float oy = ys * FIXED_TO_FLOAT(spr->mobj->spriteyoffset);
// offset perpendicular to the camera angle
p.x -= ox * gl_viewsin;
p.y += ox * gl_viewcos;
p.z += oy;
HWD.pfnDrawModel(md2->model, frame, durs, tics, nextFrame, &p, md2->scale * xs, md2->scale * ys, flip, hflip, &Surf);
}
}
return true;
......
......@@ -2672,7 +2672,7 @@ EXPORT void HWRAPI(CreateModelVBOs) (model_t *model)
#define BUFFER_OFFSET(i) ((void*)(i))
static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface)
static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float hscale, float vscale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface)
{
static GLRGBAFloat poly = {0,0,0,0};
static GLRGBAFloat tint = {0,0,0,0};
......@@ -2696,10 +2696,11 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
#endif
// Affect input model scaling
scale *= 0.5f;
scalex = scale;
scaley = scale;
scalez = scale;
hscale *= 0.5f;
vscale *= 0.5f;
scalex = hscale;
scaley = vscale;
scalez = hscale;
if (duration != 0 && duration != -1 && tics != -1) // don't interpolate if instantaneous or infinite in length
{
......@@ -2775,7 +2776,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
pglEnable(GL_CULL_FACE);
pglEnable(GL_NORMALIZE);
#ifdef USE_FTRANSFORM_MIRROR
// flipped is if the object is vertically flipped
// hflipped is if the object is horizontally flipped
// pos->flip is if the screen is flipped vertically
......@@ -2788,17 +2788,6 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
else
pglCullFace(GL_BACK);
}
#else
// pos->flip is if the screen is flipped too
if (flipped ^ hflipped ^ pos->flip) // If one or three of these are active, but not two, invert the model's culling
{
pglCullFace(GL_FRONT);
}
else
{
pglCullFace(GL_BACK);
}
#endif
pglPushMatrix(); // should be the same as glLoadIdentity
//Hurdler: now it seems to work
......@@ -2808,22 +2797,14 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
if (hflipped)
scalez = -scalez;
#ifdef USE_FTRANSFORM_ANGLEZ
pglRotatef(pos->anglez, 0.0f, 0.0f, -1.0f); // rotate by slope from Kart
#endif
pglRotatef(pos->angley, 0.0f, -1.0f, 0.0f);
pglRotatef(pos->anglez, 0.0f, 0.0f, -1.0f);
pglRotatef(pos->anglex, 1.0f, 0.0f, 0.0f);
pglRotatef(pos->angley, 0.0f, -1.0f, 0.0f);
if (pos->roll)
{
float roll = (1.0f * pos->rollflip);
pglTranslatef(pos->centerx, pos->centery, 0);
if (pos->rotaxis == 2) // Z
pglRotatef(pos->rollangle, 0.0f, 0.0f, roll);
else if (pos->rotaxis == 1) // Y
pglRotatef(pos->rollangle, 0.0f, roll, 0.0f);
else // X
pglRotatef(pos->rollangle, roll, 0.0f, 0.0f);
pglRotatef(pos->rollangle, pos->rollx, 0.0f, pos->rollz);
pglTranslatef(-pos->centerx, -pos->centery, 0);
}
......@@ -2977,9 +2958,9 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
// -----------------+
// HWRAPI DrawModel : Draw a model
// -----------------+
EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float scale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface)
EXPORT void HWRAPI(DrawModel) (model_t *model, INT32 frameIndex, INT32 duration, INT32 tics, INT32 nextFrameIndex, FTransform *pos, float hscale, float vscale, UINT8 flipped, UINT8 hflipped, FSurfaceInfo *Surface)
{
DrawModelEx(model, frameIndex, duration, tics, nextFrameIndex, pos, scale, flipped, hflipped, Surface);
DrawModelEx(model, frameIndex, duration, tics, nextFrameIndex, pos, hscale, vscale, flipped, hflipped, Surface);
}
// -----------------+
......@@ -2996,13 +2977,9 @@ EXPORT void HWRAPI(SetTransform) (FTransform *stransform)
if (stransform)
{
used_fov = stransform->fovxangle;
#ifdef USE_FTRANSFORM_MIRROR
// mirroring from Kart
if (stransform->mirror)
pglScalef(-stransform->scalex, stransform->scaley, -stransform->scalez);
else
#endif
if (stransform->flip)
else if (stransform->flip)
pglScalef(stransform->scalex, -stransform->scaley, -stransform->scalez);
else
pglScalef(stransform->scalex, stransform->scaley, -stransform->scalez);
......
......@@ -319,7 +319,7 @@ static int PopPivotSubTable(spriteframepivot_t *pivot, lua_State *L, int stk, in
else if (ikey == 2 || (key && fastcmp(key, "y")))
pivot[idx].y = (INT32)value;
else if (ikey == 3 || (key && fastcmp(key, "rotaxis")))
pivot[idx].rotaxis = (UINT8)value;
LUA_UsageWarning(L, "\"rotaxis\" is deprecated and will be removed.")
else if (ikey == -1 && (key != NULL))
FIELDERROR("pivot key", va("invalid option %s", key));
okcool = 1;
......@@ -576,7 +576,10 @@ static int framepivot_get(lua_State *L)
else if (fastcmp("y", field))
lua_pushinteger(L, framepivot->y);
else if (fastcmp("rotaxis", field))
lua_pushinteger(L, (UINT8)framepivot->rotaxis);
{
LUA_UsageWarning(L, "\"rotaxis\" is deprecated and will be removed.");
lua_pushinteger(L, 0);
}
else
return luaL_error(L, va("Field %s does not exist in spriteframepivot_t", field));
......@@ -602,7 +605,7 @@ static int framepivot_set(lua_State *L)
else if (fastcmp("y", field))
framepivot->y = luaL_checkinteger(L, 3);
else if (fastcmp("rotaxis", field))
framepivot->rotaxis = luaL_checkinteger(L, 3);
LUA_UsageWarning(L, "\"rotaxis\" is deprecated and will be removed.")
else
return luaL_error(L, va("Field %s does not exist in spriteframepivot_t", field));
......
......@@ -532,5 +532,6 @@ void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move);
void P_DoSuperTransformation(player_t *player, boolean giverings);
void P_ExplodeMissile(mobj_t *mo);
void P_CheckGravity(mobj_t *mo, boolean affect);
void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope);
#endif // __P_LOCAL__
......@@ -2888,6 +2888,8 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
if (thing->momz <= 0)
{
thing->standingslope = tmfloorslope;
P_SetPitchRollFromSlope(thing, thing->standingslope);
if (thing->momz == 0 && thing->player && !startingonground)
P_PlayerHitFloor(thing->player, true);
}
......@@ -2899,6 +2901,8 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
if (thing->momz >= 0)
{
thing->standingslope = tmceilingslope;
P_SetPitchRollFromSlope(thing, thing->standingslope);
if (thing->momz == 0 && thing->player && !startingonground)
P_PlayerHitFloor(thing->player, true);
}
......
......@@ -1586,6 +1586,31 @@ void P_CheckGravity(mobj_t *mo, boolean affect)
}
}
//
// P_SetPitchRollFromSlope
//
void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope)
{
#if 0
if (slope)
{
fixed_t tempz = slope->normal.z;
fixed_t tempy = slope->normal.y;
fixed_t tempx = slope->normal.x;
mo->pitch = R_PointToAngle2(0, 0, FixedSqrt(FixedMul(tempy, tempy) + FixedMul(tempz, tempz)), tempx);
mo->roll = R_PointToAngle2(0, 0, tempz, tempy);
}
else
{
mo->pitch = mo->roll = 0;
}
#else
(void)mo;
(void)slope;
#endif
}
#define STOPSPEED (FRACUNIT)
//
......@@ -2020,6 +2045,7 @@ void P_XYMovement(mobj_t *mo)
// Now compare the Zs of the different quantizations
if (oldangle-newangle > ANG30 && oldangle-newangle < ANGLE_180) { // Allow for a bit of sticking - this value can be adjusted later
mo->standingslope = oldslope;
P_SetPitchRollFromSlope(mo, mo->standingslope);
P_SlopeLaunch(mo);
//CONS_Printf("launched off of slope - ");
......@@ -2587,6 +2613,7 @@ boolean P_ZMovement(mobj_t *mo)
if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM))
{
mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
P_SetPitchRollFromSlope(mo, mo->standingslope);
P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
}
......
......@@ -893,6 +893,8 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope
{
thing->standingslope = slope;
P_SetPitchRollFromSlope(thing, slope);
if (!thing->player || !(thing->player->pflags & PF_BOUNCING))
thing->momz = -P_MobjFlip(thing);
}
......@@ -909,6 +911,7 @@ void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
thing->momx = mom.x;
thing->momy = mom.y;
thing->standingslope = slope;
P_SetPitchRollFromSlope(thing, slope);
if (!thing->player || !(thing->player->pflags & PF_BOUNCING))
thing->momz = -P_MobjFlip(thing);
}
......
......@@ -1965,6 +1965,8 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
ghost->colorized = mobj->colorized; // alternatively, "true" for sonic advance style colourisation
ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle);
ghost->roll = mobj->roll;
ghost->pitch = mobj->pitch;
ghost->rollangle = mobj->rollangle;
ghost->sprite = mobj->sprite;
......@@ -1984,6 +1986,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
ghost->fuse = ghost->info->damage;
ghost->skin = mobj->skin;
ghost->standingslope = mobj->standingslope;
if (mobj->flags2 & MF2_OBJECTFLIP)
ghost->flags |= MF2_OBJECTFLIP;
......
......@@ -38,6 +38,8 @@ patch_t *Patch_GetRotatedSprite(
size_t frame, size_t spriteangle,
boolean flip, boolean adjustfeet,
void *info, INT32 rotationangle);
angle_t R_ModelRotationAngle(mobj_t *mobj);
angle_t R_SpriteRotationAngle(mobj_t *mobj);
INT32 R_GetRollAngle(angle_t rollangle);
#endif
......
......@@ -13,11 +13,33 @@
#include "r_things.h" // FEETADJUST
#include "z_zone.h"
#include "w_wad.h"
#include "r_main.h" // R_PointToAngle
#ifdef ROTSPRITE
fixed_t rollcosang[ROTANGLES];
fixed_t rollsinang[ROTANGLES];
angle_t R_ModelRotationAngle(mobj_t *mobj)
{
return mobj->rollangle;
}
angle_t R_SpriteRotationAngle(mobj_t *mobj)
{
#if 0
angle_t viewingAngle = R_PointToAngle(mobj->x, mobj->y);
fixed_t pitchMul = -FINESINE(viewingAngle >> ANGLETOFINESHIFT);
fixed_t rollMul = FINECOSINE(viewingAngle >> ANGLETOFINESHIFT);
angle_t rollOrPitch = FixedMul(mobj->pitch, pitchMul) + FixedMul(mobj->roll, rollMul);
return (rollOrPitch + R_ModelRotationAngle(mobj));
#else
return R_ModelRotationAngle(mobj);
#endif
}
INT32 R_GetRollAngle(angle_t rollangle)
{
INT32 ra = AngleFixed(rollangle)>>FRACBITS;
......
......@@ -1407,7 +1407,6 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
UINT8 frameFrame = 0xFF;
INT16 frameXPivot = 0;
INT16 frameYPivot = 0;
rotaxis_t frameRotAxis = 0;
// Sprite identifier
sprinfoToken = M_GetToken(NULL);
......@@ -1458,12 +1457,6 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
{
Z_Free(sprinfoToken);
sprinfoToken = M_GetToken(NULL);
if ((stricmp(sprinfoToken, "X")==0) || (stricmp(sprinfoToken, "XAXIS")==0) || (stricmp(sprinfoToken, "ROLL")==0))
frameRotAxis = ROTAXIS_X;
else if ((stricmp(sprinfoToken, "Y")==0) || (stricmp(sprinfoToken, "YAXIS")==0) || (stricmp(sprinfoToken, "PITCH")==0))
frameRotAxis = ROTAXIS_Y;
else if ((stricmp(sprinfoToken, "Z")==0) || (stricmp(sprinfoToken, "ZAXIS")==0) || (stricmp(sprinfoToken, "YAW")==0))
frameRotAxis = ROTAXIS_Z;
}
Z_Free(sprinfoToken);
......@@ -1480,7 +1473,6 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
// set fields
info->pivot[frameFrame].x = frameXPivot;
info->pivot[frameFrame].y = frameYPivot;
info->pivot[frameFrame].rotaxis = frameRotAxis;
}
//
......
......@@ -95,7 +95,6 @@ typedef enum
typedef struct
{
INT32 x, y;
rotaxis_t rotaxis;
} spriteframepivot_t;
typedef struct
......
......@@ -1479,6 +1479,7 @@ static void R_ProjectSprite(mobj_t *thing)
#ifdef ROTSPRITE
patch_t *rotsprite = NULL;
INT32 rollangle = 0;
angle_t spriterotangle = 0;
#endif
// transform the origin point
......@@ -1609,17 +1610,19 @@ static void R_ProjectSprite(mobj_t *thing)
patch = W_CachePatchNum(sprframe->lumppat[rot], PU_SPRITE);
#ifdef ROTSPRITE
if (thing->rollangle
spriterotangle = R_SpriteRotationAngle(thing);
if (spriterotangle != 0
&& !(splat && !(thing->renderflags & RF_NOSPLATROLLANGLE)))
{
if (papersprite && ang >= ANGLE_180)
{
// Makes Software act much more sane like OpenGL
rollangle = R_GetRollAngle(InvAngle(thing->rollangle));
rollangle = R_GetRollAngle(InvAngle(spriterotangle));
}
else
{
rollangle = R_GetRollAngle(thing->rollangle);
rollangle = R_GetRollAngle(spriterotangle);
}
rotsprite = Patch_GetRotatedSprite(sprframe, (thing->frame & FF_FRAMEMASK), rot, flip, false, sprinfo, rollangle);
......