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bc760c2dd3
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c965285bc2
2 changed files with 6 additions and 24 deletions
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@ -100,13 +100,11 @@ void CLayerTile3d::think(DVECTOR &MapPos)
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/*****************************************************************************/
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/*****************************************************************************/
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#if 1
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VECTOR asd={0,0,0};
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int ZP=0;
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sVtx VO={0,0,0};
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void CLayerTile3d::render()
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{
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const int XOfs=-(BLOCK_MULT*15)-(SCREEN_TILE_ADJ_LEFT*BLOCK_MULT)-SCREEN_TILE_ADJ_LEFT;
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const int YOfs=-(BLOCK_MULT*7)-(SCREEN_TILE_ADJ_UP*BLOCK_MULT)-SCREEN_TILE_ADJ_UP;
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const int XOfs=-(BLOCK_MULT*15)-(SCREEN_TILE_ADJ_LEFT*BLOCK_MULT)+24;
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const int YOfs=-(BLOCK_MULT*7)-(SCREEN_TILE_ADJ_UP*BLOCK_MULT)+32;
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sTileMapElem *MapPtr=GetMapPos();
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u8 *PrimPtr=GetPrimPtr();
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@ -118,19 +116,12 @@ sOT *ThisOT;
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MATRIX &CamMtx=CGameScene::GetCamMtx();
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VECTOR BlkPos;
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CamMtx.t[0]=0;
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CamMtx.t[1]=0;
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CamMtx.t[2]=ZP;
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SetIdentNoTrans(&CamMtx);
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SetRotMatrix(&CamMtx);
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SetTransMatrix(&CamMtx);
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// Setup Trans Matrix
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BlkPos.vx=XOfs-(ShiftX);
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BlkPos.vy=YOfs-(ShiftY);
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BlkPos.vx-=asd.vx;
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BlkPos.vy-=asd.vy;
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for (int Y=0; Y<RenderH; Y++)
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{
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@ -145,15 +136,7 @@ VECTOR BlkPos;
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while (TriCount--) // Blank tiles rejected here (as no tri-count)
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{
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sVtx _P0,_P1,_P2;
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P0=&VtxList[TList->P0]; P1=&VtxList[TList->P1]; P2=&VtxList[TList->P2];
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_P0.vx=VtxList[TList->P0].vx+VO.vx; _P0.vy=VtxList[TList->P0].vy+VO.vy; _P0.vz=VtxList[TList->P0].vz+VO.vz;
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_P1.vx=VtxList[TList->P1].vx+VO.vx; _P1.vy=VtxList[TList->P1].vy+VO.vy; _P1.vz=VtxList[TList->P1].vz+VO.vz;
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_P2.vx=VtxList[TList->P2].vx+VO.vx; _P2.vy=VtxList[TList->P2].vy+VO.vy; _P2.vz=VtxList[TList->P2].vz+VO.vz;
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P1=&VtxList[TList->P1]; P2=&VtxList[TList->P2];
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P0=&_P0;
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P1=&_P1;
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P2=&_P2;
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CMX_SetTransMtxXY(&BlkPos);
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gte_ldv3(P0,P1,P2);
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setPolyFT3(TPrimPtr);
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@ -171,13 +154,12 @@ VECTOR BlkPos;
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ThisOT=OtPtr+TList->OTOfs;
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TList++;
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// gte_nclip_b();
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gte_nclip_b();
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gte_stsxy3_ft3(TPrimPtr);
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// gte_stopz(&ClipZ);
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// if (ClipZ<=0)
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gte_stopz(&ClipZ);
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if (ClipZ<=0)
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{
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addPrim(ThisOT,TPrimPtr);
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// addPrimNoCheck(OtPtr,TPrimPtr);
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TPrimPtr++;
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}
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}
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