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Implement renderstyle and transparent actor sprite rendering in autom…
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…ap (#997)

* Implement renderstyle and transparent actor sprite rendering in automap

* Add "am_advspriterender" CVAR and add invisible actor checks.

* Rename cvar to `am_thingrenderstyles`
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Cacodemon345 authored and madame-rachelle committed Dec 23, 2019
1 parent e9a7dcd commit 0090925
Showing 1 changed file with 6 additions and 2 deletions.
8 changes: 6 additions & 2 deletions src/am_map.cpp
Expand Up @@ -124,6 +124,7 @@ struct islope_t
//=============================================================================

CVAR(Bool, am_textured, false, CVAR_ARCHIVE)
CVAR(Bool, am_thingrenderstyles, true, CVAR_ARCHIVE)
CVAR(Int, am_showsubsector, -1, 0);


Expand Down Expand Up @@ -2882,7 +2883,8 @@ void DAutomap::drawThings ()
t = sec.thinglist;
while (t)
{
if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP)
|| (am_thingrenderstyles && !(t->renderflags & RF_INVISIBLE)))
{
DVector3 pos = t->PosRelative(MapPortalGroup);
p.x = pos.X;
Expand Down Expand Up @@ -2918,7 +2920,9 @@ void DAutomap::drawThings ()
const double spriteXScale = (t->Scale.X * (10. / 16.) * scale_mtof);
const double spriteYScale = (t->Scale.Y * (10. / 16.) * scale_mtof);

DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
if (am_thingrenderstyles) DrawMarker(texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
spriteXScale, spriteYScale, t->Translation, t->Alpha, t->fillcolor, t->RenderStyle);
else DrawMarker(texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
spriteXScale, spriteYScale, t->Translation, 1., 0, LegacyRenderStyles[STYLE_Normal]);
}
else
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