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remove VX_NearbySprites (#1701)
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@ -938,7 +938,6 @@ void R_RenderPlayerView (player_t* player)
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R_RenderBSPNode (numnodes-1);
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R_NearbySprites ();
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VX_NearbySprites ();
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// [FG] update automap while playing
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if (automap_on)
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@ -317,7 +317,6 @@ void VX_Init (void)
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#define VX_MINZ ( 4 * FRACUNIT)
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#define VX_MAX_DIST (2048 * FRACUNIT)
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#define VX_MIN_DIST ( 512 * FRACUNIT)
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#define VX_NEAR_RADIUS ( 512 * FRACUNIT)
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static int vx_max_dist = VX_MAX_DIST;
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@ -1069,57 +1068,3 @@ void VX_DrawVoxel (vissprite_t * spr)
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VX_RecursiveDraw (spr, 0, 0, v->x_size, v->y_size);
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}
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//------------------------------------------------------------------------
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static boolean VX_CheckBBox (fixed_t * bspcoord)
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{
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if (bspcoord[BOXRIGHT] <= viewx - VX_NEAR_RADIUS) return false;
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if (bspcoord[BOXLEFT] >= viewx + VX_NEAR_RADIUS) return false;
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if (bspcoord[BOXTOP] <= viewy - VX_NEAR_RADIUS) return false;
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if (bspcoord[BOXBOTTOM] >= viewy + VX_NEAR_RADIUS) return false;
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return true;
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}
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static void VX_SpritesInNode (int bspnum)
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{
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for (;;)
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{
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if (bspnum & NF_SUBSECTOR)
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{
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subsector_t * sub = &subsectors[bspnum & ~NF_SUBSECTOR];
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R_AddSprites (sub->sector, sub->sector->lightlevel);
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return;
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}
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node_t * bsp = &nodes[bspnum];
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// divide the front space
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if (VX_CheckBBox (bsp->bbox[0]))
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VX_SpritesInNode (bsp->children[0]);
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// divide the back space
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if (VX_CheckBBox (bsp->bbox[1]))
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bspnum = bsp->children[1];
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else
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break;
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}
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}
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//
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// add sprites from nearby sectors which were missed during the
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// normal BSP traversal. this ensures that voxel models do not
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// suddenly disappear when they are in a small sector which has
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// gone out of view.
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//
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void VX_NearbySprites (void)
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{
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if (!STRICTMODE(voxels_rendering))
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return;
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if (numnodes > 0)
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VX_SpritesInNode (numnodes - 1);
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}
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@ -21,8 +21,6 @@ void VX_Init (void);
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void VX_ClearVoxels (void);
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void VX_NearbySprites (void);
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struct mobj_s;
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boolean VX_ProjectVoxel (struct mobj_s * thing);
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