| --- common/wl_agent.c.orig 2003-09-11 20:39:02.674298800 +0200 |
| +++ 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 |
| --- common/wl_draw.c.orig 2003-09-11 20:43:26.473195272 +0200 |
| +++ 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); |