/
hw_weapon.cpp
703 lines (600 loc) · 19.3 KB
/
hw_weapon.cpp
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//
//---------------------------------------------------------------------------
//
// Copyright(C) 2000-2016 Christoph Oelckers
// All rights reserved.
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//--------------------------------------------------------------------------
//
/*
** hw_weapon.cpp
** Weapon sprite utilities
**
*/
#include "sbar.h"
#include "r_utility.h"
#include "v_video.h"
#include "doomstat.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "models.h"
#include "hw_weapon.h"
#include "hw_fakeflat.h"
#include "texturemanager.h"
#include "hw_models.h"
#include "hw_dynlightdata.h"
#include "hw_material.h"
#include "hw_lighting.h"
#include "hw_cvars.h"
#include "hwrenderer/scene/hw_drawinfo.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "flatvertices.h"
#include "hw_lightbuffer.h"
#include "hw_renderstate.h"
EXTERN_CVAR(Float, transsouls)
EXTERN_CVAR(Int, gl_fuzztype)
EXTERN_CVAR(Bool, r_drawplayersprites)
EXTERN_CVAR(Bool, r_deathcamera)
//==========================================================================
//
// R_DrawPSprite
//
//==========================================================================
void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
{
if (huds->RenderStyle.BlendOp == STYLEOP_Shadow)
{
state.SetColor(0.2f, 0.2f, 0.2f, 0.33f, huds->cm.Desaturation);
}
else
{
SetColor(state, huds->lightlevel, 0, isFullbrightScene(), huds->cm, huds->alpha, true);
}
state.SetLightIndex(-1);
state.SetRenderStyle(huds->RenderStyle);
state.SetTextureMode(huds->RenderStyle);
state.SetObjectColor(huds->ObjectColor);
if (huds->owner->Sector)
{
state.SetAddColor(huds->owner->Sector->AdditiveColors[sector_t::sprites] | 0xff000000);
}
else
{
state.SetAddColor(0);
}
state.SetDynLight(huds->dynrgb[0], huds->dynrgb[1], huds->dynrgb[2]);
state.EnableBrightmap(!(huds->RenderStyle.Flags & STYLEF_ColorIsFixed));
if (huds->mframe)
{
state.AlphaFunc(Alpha_GEqual, 0);
FHWModelRenderer renderer(this, state, huds->lightindex);
RenderHUDModel(&renderer, huds->weapon, huds->mx, huds->my);
state.SetVertexBuffer(screen->mVertexData);
}
else
{
float thresh = (huds->texture->GetTranslucency() || huds->OverrideShader != -1) ? 0.f : gl_mask_sprite_threshold;
state.AlphaFunc(Alpha_GEqual, thresh);
uint32_t trans = huds->weapon->GetTranslation() != 0 ? huds->weapon->GetTranslation() : 0;
if ((huds->weapon->Flags & PSPF_PLAYERTRANSLATED)) trans = huds->owner->Translation;
state.SetMaterial(huds->texture, UF_Sprite, CTF_Expand, CLAMP_XY_NOMIP, trans, huds->OverrideShader);
state.Draw(DT_TriangleStrip, huds->mx, 4);
}
state.SetTextureMode(TM_NORMAL);
state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
state.SetObjectColor(0xffffffff);
state.SetAddColor(0);
state.SetDynLight(0, 0, 0);
state.EnableBrightmap(false);
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void HWDrawInfo::DrawPlayerSprites(bool hudModelStep, FRenderState &state)
{
auto oldlightmode = lightmode;
if (!hudModelStep && isSoftwareLighting()) SetFallbackLightMode(); // Software lighting cannot handle 2D content.
for (auto &hudsprite : hudsprites)
{
if ((!!hudsprite.mframe) == hudModelStep)
DrawPSprite(&hudsprite, state);
}
lightmode = oldlightmode;
}
//==========================================================================
//
//
//
//==========================================================================
static bool isBright(DPSprite *psp)
{
if (psp != nullptr && psp->GetState() != nullptr)
{
bool disablefullbright = false;
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., nullptr);
if (lump.isValid())
{
auto tex = TexMan.GetGameTexture(lump, true);
if (tex) disablefullbright = tex->isFullbrightDisabled();
}
return psp->GetState()->GetFullbright() && !disablefullbright;
}
return false;
}
//==========================================================================
//
// Weapon position
//
//==========================================================================
static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
{
WeaponPosition w;
P_BobWeapon(player, &w.bobx, &w.boby, ticFrac);
// Interpolate the main weapon layer once so as to be able to add it to other layers.
if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr)
{
if (w.weapon->firstTic)
{
w.wx = (float)w.weapon->x;
w.wy = (float)w.weapon->y;
}
else
{
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
}
}
else
{
w.wx = 0;
w.wy = 0;
}
return w;
}
//==========================================================================
//
// Bobbing
//
//==========================================================================
static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac)
{
if (psp->firstTic)
{ // Can't interpolate the first tic.
psp->firstTic = false;
psp->ResetInterpolation();
}
float sx = float(psp->oldx + (psp->x - psp->oldx) * ticFrac);
float sy = float(psp->oldy + (psp->y - psp->oldy) * ticFrac);
if (psp->Flags & PSPF_ADDBOB)
{
sx += (psp->Flags & PSPF_MIRROR) ? -weap.bobx : weap.bobx;
sy += weap.boby;
}
if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
{
sx += weap.wx;
sy += weap.wy;
}
return { sx, sy };
}
//==========================================================================
//
// Lighting
//
//==========================================================================
WeaponLighting HWDrawInfo::GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int cm, area_t in_area, const DVector3 &playerpos)
{
WeaponLighting l;
if (cm)
{
l.lightlevel = 255;
l.cm.Clear();
l.isbelow = false;
}
else
{
auto fakesec = hw_FakeFlat(viewsector, in_area, false);
// calculate light level for weapon sprites
l.lightlevel = hw_ClampLight(fakesec->lightlevel);
// calculate colormap for weapon sprites
if (viewsector->e->XFloor.ffloors.Size() && !(Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING))
{
TArray<lightlist_t> & lightlist = viewsector->e->XFloor.lightlist;
for (unsigned i = 0; i<lightlist.Size(); i++)
{
double lightbottom;
if (i<lightlist.Size() - 1)
{
lightbottom = lightlist[i + 1].plane.ZatPoint(pos);
}
else
{
lightbottom = viewsector->floorplane.ZatPoint(pos);
}
if (lightbottom < pos.Z)
{
l.cm = lightlist[i].extra_colormap;
l.lightlevel = hw_ClampLight(*lightlist[i].p_lightlevel);
break;
}
}
}
else
{
l.cm = fakesec->Colormap;
if (Level->flags3 & LEVEL3_NOCOLOREDSPRITELIGHTING) l.cm.ClearColor();
}
l.lightlevel = CalcLightLevel(l.lightlevel, getExtraLight(), true, 0);
if (isSoftwareLighting() || l.lightlevel < 92)
{
// Korshun: the way based on max possible light level for sector like in software renderer.
double min_L = 36.0 / 31.0 - ((l.lightlevel / 255.0) * (63.0 / 31.0)); // Lightlevel in range 0-63
if (min_L < 0)
min_L = 0;
else if (min_L > 1.0)
min_L = 1.0;
l.lightlevel = int((1.0 - min_L) * 255);
}
else
{
l.lightlevel = (2 * l.lightlevel + 255) / 3;
}
l.lightlevel = viewsector->CheckSpriteGlow(l.lightlevel, playerpos);
l.isbelow = fakesec != viewsector && in_area == area_below;
}
// Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!)
if (Level->brightfog && ((Level->flags&LEVEL_HASFADETABLE) || l.cm.FadeColor != 0))
{
l.lightlevel = 255;
}
return l;
}
//==========================================================================
//
//
//
//==========================================================================
void HUDSprite::SetBright(bool isbelow)
{
if (!isbelow)
{
cm.MakeWhite();
}
else
{
// under water areas keep most of their color for fullbright objects
cm.LightColor.r = (3 * cm.LightColor.r + 0xff) / 4;
cm.LightColor.g = (3 * cm.LightColor.g + 0xff) / 4;
cm.LightColor.b = (3 * cm.LightColor.b + 0xff) / 4;
}
lightlevel = 255;
}
//==========================================================================
//
// Render Style
//
//==========================================================================
bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &lighting)
{
auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
visstyle_t vis;
vis.RenderStyle = STYLE_Count;
vis.Alpha = rs.second;
vis.Invert = false;
playermo->AlterWeaponSprite(&vis);
alpha = (psp->Flags & PSPF_FORCEALPHA) ? 0.f : vis.Alpha;
if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
{
RenderStyle = vis.RenderStyle;
}
else
{
RenderStyle = rs.first;
}
if (RenderStyle.BlendOp == STYLEOP_None) return false;
if (vis.Invert)
{
// this only happens for Strife's inverted weapon sprite
RenderStyle.Flags |= STYLEF_InvertSource;
}
// Set the render parameters
OverrideShader = -1;
if (RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl_fuzztype != 0)
{
// Todo: implement shader selection here
RenderStyle = LegacyRenderStyles[STYLE_Translucent];
OverrideShader = SHADER_NoTexture + gl_fuzztype;
alpha = 0.99f; // trans may not be 1 here
}
else
{
RenderStyle.BlendOp = STYLEOP_Shadow;
}
}
if (RenderStyle.Flags & STYLEF_TransSoulsAlpha)
{
alpha = transsouls;
}
else if (RenderStyle.Flags & STYLEF_Alpha1)
{
alpha = 1.f;
}
else if (alpha == 0.f)
{
alpha = vis.Alpha;
}
if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest.
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
ThingColor.a = 255;
const bool bright = isBright(psp);
ObjectColor = bright ? ThingColor : ThingColor.Modulate(viewsector->SpecialColors[sector_t::sprites]);
lightlevel = lighting.lightlevel;
cm = lighting.cm;
if (bright) SetBright(lighting.isbelow);
return true;
}
//==========================================================================
//
// Coordinates
//
//==========================================================================
bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, double ticfrac)
{
float tx;
float scale;
float scalex;
float ftexturemid;
// decide which patch to use
bool mirror;
FTextureID lump = sprites[psp->GetSprite()].GetSpriteFrame(psp->GetFrame(), 0, 0., &mirror);
if (!lump.isValid()) return false;
auto tex = TexMan.GetGameTexture(lump, false);
if (!tex || !tex->isValid()) return false;
auto& spi = tex->GetSpritePositioning(1);
float vw = (float)viewwidth;
float vh = (float)viewheight;
FloatRect r = spi.GetSpriteRect();
// calculate edges of the shape
scalex = (320.0f / (240.0f * r_viewwindow.WidescreenRatio)) * vw / 320;
float x1, y1, x2, y2, u1, v1, u2, v2;
tx = (psp->Flags & PSPF_MIRROR) ? ((160 - r.width) - (sx + r.left)) : (sx - (160 - r.left));
x1 = tx * scalex + vw / 2;
// [MC] Disabled these because vertices can be manipulated now.
//if (x1 > vw) return false; // off the right side
x1 += viewwindowx;
tx += r.width;
x2 = tx * scalex + vw / 2;
//if (x2 < 0) return false; // off the left side
x2 += viewwindowx;
// killough 12/98: fix psprite positioning problem
ftexturemid = 100.f - sy - r.top - psp->GetYAdjust(screenblocks >= 11);
scale = (SCREENHEIGHT*vw) / (SCREENWIDTH * 200.0f);
y1 = viewwindowy + vh / 2 - (ftexturemid * scale);
y2 = y1 + (r.height * scale) + 1;
const bool flip = (psp->Flags & PSPF_FLIP);
if (!(mirror) != !(flip))
{
u2 = spi.GetSpriteUL();
v1 = spi.GetSpriteVT();
u1 = spi.GetSpriteUR();
v2 = spi.GetSpriteVB();
}
else
{
u1 = spi.GetSpriteUL();
v1 = spi.GetSpriteVT();
u2 = spi.GetSpriteUR();
v2 = spi.GetSpriteVB();
}
// [MC] Code copied from DTA_Rotate.
// Big thanks to IvanDobrovski who helped me modify this.
WeaponInterp Vert;
Vert.v[0] = FVector2(x1, y1);
Vert.v[1] = FVector2(x1, y2);
Vert.v[2] = FVector2(x2, y1);
Vert.v[3] = FVector2(x2, y2);
for (int i = 0; i < 4; i++)
{
const float cx = (flip) ? -psp->Coord[i].X : psp->Coord[i].X;
Vert.v[i] += FVector2(cx * scalex, psp->Coord[i].Y * scale);
}
if (psp->rotation != 0.0 || !psp->scale.isZero())
{
// [MC] Sets up the alignment for starting the pivot at, in a corner.
float anchorx, anchory;
switch (psp->VAlign)
{
default:
case PSPA_TOP: anchory = 0.0; break;
case PSPA_CENTER: anchory = 0.5; break;
case PSPA_BOTTOM: anchory = 1.0; break;
}
switch (psp->HAlign)
{
default:
case PSPA_LEFT: anchorx = 0.0; break;
case PSPA_CENTER: anchorx = 0.5; break;
case PSPA_RIGHT: anchorx = 1.0; break;
}
// Handle PSPF_FLIP.
if (flip) anchorx = 1.0 - anchorx;
FAngle rot = float((flip) ? -psp->rotation.Degrees : psp->rotation.Degrees);
const float cosang = rot.Cos();
const float sinang = rot.Sin();
float xcenter, ycenter;
const float width = x2 - x1;
const float height = y2 - y1;
const float px = float((flip) ? -psp->pivot.X : psp->pivot.X);
const float py = float(psp->pivot.Y);
// Set up the center and offset accordingly. PivotPercent changes it to be a range [0.0, 1.0]
// instead of pixels and is enabled by default.
if (psp->Flags & PSPF_PIVOTPERCENT)
{
xcenter = x1 + (width * anchorx + width * px);
ycenter = y1 + (height * anchory + height * py);
}
else
{
xcenter = x1 + (width * anchorx + scalex * px);
ycenter = y1 + (height * anchory + scale * py);
}
// Now adjust the position, rotation and scale of the image based on the latter two.
for (int i = 0; i < 4; i++)
{
Vert.v[i] -= {xcenter, ycenter};
const float xx = xcenter + psp->scale.X * (Vert.v[i].X * cosang + Vert.v[i].Y * sinang);
const float yy = ycenter - psp->scale.Y * (Vert.v[i].X * sinang - Vert.v[i].Y * cosang);
Vert.v[i] = {xx, yy};
}
}
psp->Vert = Vert;
if (psp->scale.X == 0.0 || psp->scale.Y == 0.0)
return false;
bool vertsOnScreen = false;
const bool interp = (psp->InterpolateTic || psp->Flags & PSPF_INTERPOLATE);
for (int i = 0; i < 4; i++)
{
FVector2 t = Vert.v[i];
if (interp)
t = psp->Prev.v[i] + (psp->Vert.v[i] - psp->Prev.v[i]) * ticfrac;
if (!vertsOnScreen)
vertsOnScreen = (t.X >= 0.0 && t.X <= vw);
Vert.v[i] = t;
}
if (!vertsOnScreen)
return false;
auto verts = screen->mVertexData->AllocVertices(4);
mx = verts.second;
verts.first[0].Set(Vert.v[0].X, Vert.v[0].Y, 0, u1, v1);
verts.first[1].Set(Vert.v[1].X, Vert.v[1].Y, 0, u1, v2);
verts.first[2].Set(Vert.v[2].X, Vert.v[2].Y, 0, u2, v1);
verts.first[3].Set(Vert.v[3].X, Vert.v[3].Y, 0, u2, v2);
texture = tex;
return true;
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
{
bool brightflash = false;
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
const auto &vp = Viewpoint;
AActor *camera = vp.camera;
// this is the same as the software renderer
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(player->cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
const bool hudModelStep = IsHUDModelForPlayerAvailable(camera->player);
WeaponPosition weap = GetWeaponPosition(camera->player, vp.TicFrac);
WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.
auto oldlightmode = lightmode;
if (isSoftwareLighting()) SetFallbackLightMode();
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf && !hudModelStep) continue;
if (!smf && hudModelStep) continue;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = smf;
hudsprite.weapon = psp;
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
FVector2 spos = BobWeapon(weap, psp, vp.TicFrac);
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
hudsprite.lightindex = -1;
// set the lighting parameters
if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && Level->HasDynamicLights && !isFullbrightScene() && gl_light_sprites)
{
if (!hudModelStep)
{
GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb);
}
else
{
hw_GetDynModelLight(playermo, lightdata);
hudsprite.lightindex = screen->mLights->UploadLights(lightdata);
}
}
// [BB] In the HUD model step we just render the model and break out.
if (hudModelStep)
{
hudsprite.mx = spos.X;
hudsprite.my = spos.Y;
}
else
{
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, vp.TicFrac)) continue;
}
hudsprites.Push(hudsprite);
}
lightmode = oldlightmode;
PrepareTargeterSprites(vp.TicFrac);
}
//==========================================================================
//
// R_DrawPlayerSprites
//
//==========================================================================
void HWDrawInfo::PrepareTargeterSprites(double ticfrac)
{
AActor * playermo = players[consoleplayer].camera;
player_t * player = playermo->player;
AActor *camera = Viewpoint.camera;
// this is the same as above
if (!player ||
!r_drawplayersprites ||
!camera->player ||
(player->cheats & CF_CHASECAM) ||
(r_deathcamera && camera->health <= 0))
return;
HUDSprite hudsprite;
hudsprite.owner = playermo;
hudsprite.mframe = nullptr;
hudsprite.cm.Clear();
hudsprite.lightlevel = 255;
hudsprite.ObjectColor = 0xffffffff;
hudsprite.alpha = 1;
hudsprite.RenderStyle = DefaultRenderStyle();
hudsprite.OverrideShader = -1;
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
// The Targeter's sprites are always drawn normally.
for (DPSprite *psp = player->FindPSprite(PSP_TARGETCENTER); psp != nullptr; psp = psp->GetNext())
{
if (psp->GetState() != nullptr && (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr))
{
hudsprite.weapon = psp;
if (hudsprite.GetWeaponRect(this, psp, psp->x, psp->y, player, ticfrac))
{
hudsprites.Push(hudsprite);
}
}
}
}