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-rw-r--r--games-fps/wolfgl/files/0.93-sprite.patch82
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);