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@ -694,13 +694,13 @@ int HalfW=BBoxW>>1;
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static const VECTOR ZeroPos={0,0,0};
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static const VECTOR ZeroPos={0,0,0};
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static const int ScaleXAspect=2050; // Odd hard coded number, sorry
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static const int ScaleXAspect=2050; // Odd hard coded number, sorry
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POLY_FT4 *CActorGfx::RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale)
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POLY_FT4 *CActorGfx::RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale,bool Force)
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{
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{
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MATRIX Mtx;
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MATRIX Mtx;
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VECTOR Scale;
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VECTOR Scale;
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Angle&=4095;
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Angle&=4095;
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if (Angle==0 && XScale==ONE && YScale==ONE) return(Ft4);
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if (Angle==0 && XScale==ONE && YScale==ONE && !Force) return(Ft4);
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Scale.vx=XScale;
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Scale.vx=XScale;
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Scale.vy=YScale;
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Scale.vy=YScale;
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@ -136,7 +136,7 @@ virtual ~CActorGfx();
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void setActor(sActorPool *ThisActor);
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void setActor(sActorPool *ThisActor);
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POLY_FT4 *Render(DVECTOR &Pos,int Anim,int Frame,bool FlipX=false,bool FlipY=false);
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POLY_FT4 *Render(DVECTOR &Pos,int Anim,int Frame,bool FlipX=false,bool FlipY=false);
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POLY_FT4 *RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale);
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POLY_FT4 *RotateScale(POLY_FT4 *Ft4,DVECTOR &Pos,int Angle,int XScale,int YScale,bool Force=false);
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void getFrameOffsets(int _anim,int _frame,int *_x,int *_y);
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void getFrameOffsets(int _anim,int _frame,int *_x,int *_y);
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int getFrameCount(int Anim) {return(PoolEntry->ActorGfx->AnimList[Anim].FrameCount);}
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int getFrameCount(int Anim) {return(PoolEntry->ActorGfx->AnimList[Anim].FrameCount);}
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