diff options
Diffstat (limited to 'games-fps/wolfgl/files/0.93-sprite.patch')
-rw-r--r-- | games-fps/wolfgl/files/0.93-sprite.patch | 82 |
1 files changed, 0 insertions, 82 deletions
diff --git a/games-fps/wolfgl/files/0.93-sprite.patch b/games-fps/wolfgl/files/0.93-sprite.patch deleted file mode 100644 index 135eb8e26eed..000000000000 --- a/games-fps/wolfgl/files/0.93-sprite.patch +++ /dev/null @@ -1,82 +0,0 @@ ---- a/common/wl_agent.c 2003-09-11 20:39:02.674298800 +0200 -+++ b/common/wl_agent.c 2003-09-11 20:42:17.229721880 +0200 -@@ -919,32 +919,31 @@ - viewdist = 0x7fffffffl; - closest = NULL; - --// while (1) -+ while (1) - { - oldclosest = closest; - - for (check=ob->next ; check ; check=check->next) - if ((check->flags & FL_SHOOTABLE) -- //&& -+ && - // (check->flags & FL_VISABLE) && --// (abs(check->viewx - centerx) < shootdelta) -+ (abs(check->viewx - centerx) < shootdelta) - ) --// { -+ { - if (CheckLine(check)) --// if (check->transx < viewdist) -+ if (check->transx < viewdist) - { --// viewdist = check->transx; -+ viewdist = check->transx; - closest = check; -- break; - } --// } -+ } - - if (closest == oldclosest) - return; // no more targets, all missed - - // trace a line from player to enemey --// if (CheckLine(closest)) --// break; -+ if (CheckLine(closest)) -+ break; - } - - // hit something ---- a/common/wl_draw.c 2003-09-11 20:43:26.473195272 +0200 -+++ b/common/wl_draw.c 2003-09-11 20:46:57.859059736 +0200 -@@ -877,7 +877,7 @@ - tilespot = &tilemap[0][0]+spotloc; - - // could be in any of the nine surrounding tiles -- if ((*visspot) || -+ if (1 || (*visspot) || - (*(visspot-1) && !*(tilespot-1)) || - (*(visspot+1) && !*(tilespot+1)) || - (*(visspot-65) && !*(tilespot-65)) || -@@ -980,6 +980,8 @@ - - for (obj = player->next; obj; obj = obj->next) - { -+ int sprite; -+ - if (!areabyplayer[obj->areanumber]) - continue; - if (!gamestates[obj->state].shapenum) -@@ -989,10 +991,14 @@ - glTranslated((float)obj->x/(1<<16), (float)obj->y/(1<<16), 0); - glRotated(-player->angle, 0,0,1); - -- if (texture_index[PMSpriteStart+gamestates[obj->state].shapenum] == 0) -- CreateSprite(PMSpriteStart+gamestates[obj->state].shapenum); -+ sprite = gamestates[obj->state].shapenum; -+ if (gamestates[obj->state].rotate) -+ sprite += CalcRotate(obj); -+ -+ if (texture_index[PMSpriteStart+sprite] == 0) -+ CreateSprite(PMSpriteStart+sprite); - else -- glBindTexture(GL_TEXTURE_2D, texture_index[PMSpriteStart+gamestates[obj->state].shapenum]); -+ glBindTexture(GL_TEXTURE_2D, texture_index[PMSpriteStart+sprite]); - - glBegin(GL_QUADS); - glTexCoord2f(0,0); |