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https://github.com/id-Software/Wolf3D-iOS.git
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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.1
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287
wolf3d/code/wolf/wolf_sprites.c
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287
wolf3d/code/wolf/wolf_sprites.c
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/*
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Copyright (C) 2004 Michael Liebscher
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Copyright (C) 2000-2002 by DarkOne the Hacker
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* wolf_sprites.c: Wolfenstein3-D sprite handling.
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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* Date: 2004
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*
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* Acknowledgement:
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* This code was derived from NewWolf, and was originally
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* written by DarkOne the Hacker.
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*
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*/
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#include "../wolfiphone.h"
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/*
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-----------------------------------------------------------------------------
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Function: Sprite_Reset -Reset sprite status.
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Parameters: Nothing.
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Returns: Nothing.
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Notes: Called only when client must reconnect will not set remove flag!
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-----------------------------------------------------------------------------
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*/
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PUBLIC void Sprite_Reset( void )
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{
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levelData.numSprites = 0;
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memset( levelData.sprites, 0, sizeof( levelData.sprites ) );
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}
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/*
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-----------------------------------------------------------------------------
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Function: Sprite_RemoveSprite -Remove sprite.
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Parameters: sprite_id -[in] sprite id to remove.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void Sprite_RemoveSprite( int sprite_id )
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{
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if( sprite_id == -1 )
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{
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return;
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}
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levelData.sprites[ sprite_id ].flags |= SPRT_REMOVE;
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}
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/*
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-----------------------------------------------------------------------------
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Function: Sprite_GetNewSprite -Get sprite index.
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Parameters: Nothing.
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Returns: "sprite id" index.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC int Sprite_GetNewSprite( void )
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{
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W32 n;
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sprite_t* sprt;
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for( n = 0, sprt = levelData.sprites ; n < levelData.numSprites ; ++n, ++sprt )
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{
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if( sprt->flags & SPRT_REMOVE )
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{ // free spot: clear it first
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memset( sprt, 0, sizeof( sprite_t ) );
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return n;
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}
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}
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if( levelData.numSprites >= MAX_SPRITES )
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{
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Com_Printf( "Warning n_of_sprt == MAX_SPRITES\n" );
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return -1;
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}
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return levelData.numSprites++;
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}
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/*
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-----------------------------------------------------------------------------
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Function: Sprite_SetPos -Set sprite position.
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Parameters: sprite_id -[in] sprite id to change.
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x, y -[in] new x, y.
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angle -[in] new angle to set.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void Sprite_SetPos( int sprite_id, int x, int y, int angle )
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{
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if( sprite_id == -1 )
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{
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return;
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}
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levelData.sprites[ sprite_id ].x = x;
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levelData.sprites[ sprite_id ].y = y;
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levelData.sprites[ sprite_id ].ang = angle;
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levelData.sprites[ sprite_id ].tilex = POS2TILE( x );
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levelData.sprites[ sprite_id ].tiley = POS2TILE( y );
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levelData.sprites[ sprite_id ].flags |= SPRT_CHG_POS;
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if( ! (x & HALFTILE) ) // (x%TILEGLOBAL>=HALFTILE)
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{
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levelData.sprites[ sprite_id ].tilex--;
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}
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if( ! (y & HALFTILE) )
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{
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levelData.sprites[ sprite_id ].tiley--;
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}
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}
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/*
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-----------------------------------------------------------------------------
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Function: Sprite_SetTex -Set sprite texture.
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Parameters: sprite_id -[in] sprite id to change.
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index -[in] texture index.
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tex -[in] texture to set as.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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void CacheTextures( W16 start, W16 end );
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PUBLIC void Sprite_SetTex( int sprite_id, int index, int tex )
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{
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if( sprite_id == -1 )
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{
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return;
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}
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CacheTextures( tex, tex );
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if( index == -1 ) // one texture for each phase
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{
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levelData.sprites[ sprite_id ].tex[ 0 ] = tex;
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levelData.sprites[ sprite_id ].flags |= SPRT_ONE_TEX;
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}
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else
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{
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levelData.sprites[ sprite_id ].tex[ index ] = tex;
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}
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levelData.sprites[ sprite_id ].flags |= SPRT_CHG_TEX;
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}
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#define MAXVISABLE 128
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visobj_t vislist[ MAXVISABLE ];
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/*
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-----------------------------------------------------------------------------
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Function: Sprite_CreateVisList -Compare function for vislist sorting.
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Parameters: vis1, vis2 -[in] Two values to compare.
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Returns:
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<0 elem1 further than elem2
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0 elem1 equal distance to elem2
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>0 elem1 closer than elem2
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Notes:
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-----------------------------------------------------------------------------
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*/
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PRIVATE int Sprite_cmpVis( const void *elem1, const void *elem2 )
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{
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// macro to get distance from a void pointer to visobj_t
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#define vis_dist( vis ) ( ((visobj_t *)vis)->dist )
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if( vis_dist( elem1 ) == vis_dist( elem2 ) )
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{
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return 0; // process equal distance
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}
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else
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{
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// if dist > sprite must be first
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return vis_dist( elem1 ) < vis_dist( elem2 ) ? 1 : -1;
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}
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}
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/*
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-----------------------------------------------------------------------------
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Function: Sprite_CreateVisList -Build and sort visibility list of sprites.
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Parameters: Nothing.
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Returns: Number of visible sprites.
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Notes:
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List is sorted from far to near.
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List is based on tile visibility array, made by raycaster.
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Called only by client.
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-----------------------------------------------------------------------------
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*/
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PUBLIC int Sprite_CreateVisList( void )
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{
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W32 tx, ty, n, num_visible;
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visobj_t *visptr;
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sprite_t* sprt;
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visptr = vislist;
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num_visible = 0;
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for( n = 0, sprt = levelData.sprites; n < levelData.numSprites; ++n, ++sprt )
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{
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if( sprt->flags & SPRT_REMOVE )
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{
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continue;
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}
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tx = sprt->tilex;
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ty = sprt->tiley;
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if( tx > 63 )
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tx = 63;
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if( ty > 63 )
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ty = 63;
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// can be in any of 4 surrounding tiles; not 9 - see definition of tilex & tiley
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if( tile_visible[ tx ][ ty ] || tile_visible[ tx + 1 ][ ty ] ||
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tile_visible[ tx ][ ty + 1 ] || tile_visible[ tx + 1 ][ ty + 1 ] )
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{ // player spoted it
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visptr->dist = LineLen2Point( sprt->x - Player.position.origin[ 0 ],
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sprt->y-Player.position.origin[ 1 ],
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Player.position.angle ); //FIXME viewport
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visptr->x = sprt->x;
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visptr->y = sprt->y;
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visptr->ang = sprt->ang;
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visptr->tex = sprt->tex[ 0 ]; //FIXME!
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if( ++num_visible > MAXVISABLE )
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{
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break; // vislist full
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}
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visptr++;
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}
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}
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// sorting list
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if( num_visible ) // do not sort if no entries
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{
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qsort( vislist, num_visible, sizeof( visobj_t ), Sprite_cmpVis );
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}
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return num_visible;
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}
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