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(-)common/wl_agent.c.orig (-10 / +9 lines)
Lines 919-950 Link Here
919
	viewdist = 0x7fffffffl;
919
	viewdist = 0x7fffffffl;
920
	closest = NULL;
920
	closest = NULL;
921
921
922
//	while (1)
922
	while (1)
923
	{
923
	{
924
		oldclosest = closest;
924
		oldclosest = closest;
925
925
926
		for (check=ob->next ; check ; check=check->next)
926
		for (check=ob->next ; check ; check=check->next)
927
			if ((check->flags & FL_SHOOTABLE)
927
			if ((check->flags & FL_SHOOTABLE)
928
				//&&
928
				&&
929
//				(check->flags & FL_VISABLE) &&
929
//				(check->flags & FL_VISABLE) &&
930
//				(abs(check->viewx - centerx) < shootdelta)
930
				(abs(check->viewx - centerx) < shootdelta)
931
			)
931
			)
932
//			{
932
			{
933
		if (CheckLine(check))
933
		if (CheckLine(check))
934
//				if (check->transx < viewdist)
934
				if (check->transx < viewdist)
935
				{
935
				{
936
//					viewdist = check->transx;
936
					viewdist = check->transx;
937
					closest = check;
937
					closest = check;
938
			break;
939
				}
938
				}
940
//			}
939
			}
941
940
942
		if (closest == oldclosest)
941
		if (closest == oldclosest)
943
			return; // no more targets, all missed
942
			return; // no more targets, all missed
944
943
945
		// trace a line from player to enemey
944
		// trace a line from player to enemey
946
//		if (CheckLine(closest))
945
		if (CheckLine(closest))
947
//			break;
946
			break;
948
	}
947
	}
949
948
950
	// hit something
949
	// hit something
(-)common/wl_draw.c.orig (-4 / +10 lines)
Lines 877-883 Link Here
877
		tilespot = &tilemap[0][0]+spotloc;
877
		tilespot = &tilemap[0][0]+spotloc;
878
878
879
		// could be in any of the nine surrounding tiles
879
		// could be in any of the nine surrounding tiles
880
		if ((*visspot) ||
880
		if (1 || (*visspot) ||
881
			(*(visspot-1) && !*(tilespot-1)) ||
881
			(*(visspot-1) && !*(tilespot-1)) ||
882
			(*(visspot+1) && !*(tilespot+1)) ||
882
			(*(visspot+1) && !*(tilespot+1)) ||
883
			(*(visspot-65) && !*(tilespot-65)) ||
883
			(*(visspot-65) && !*(tilespot-65)) ||
Lines 980-985 Link Here
980
980
981
	for (obj = player->next; obj; obj = obj->next)
981
	for (obj = player->next; obj; obj = obj->next)
982
	{
982
	{
983
		int sprite;
984
983
		if (!areabyplayer[obj->areanumber])
985
		if (!areabyplayer[obj->areanumber])
984
			continue;
986
			continue;
985
		if (!gamestates[obj->state].shapenum)
987
		if (!gamestates[obj->state].shapenum)
Lines 989-998 Link Here
989
		glTranslated((float)obj->x/(1<<16), (float)obj->y/(1<<16), 0);
991
		glTranslated((float)obj->x/(1<<16), (float)obj->y/(1<<16), 0);
990
		glRotated(-player->angle, 0,0,1);
992
		glRotated(-player->angle, 0,0,1);
991
993
992
		if (texture_index[PMSpriteStart+gamestates[obj->state].shapenum] == 0)
994
                sprite = gamestates[obj->state].shapenum;
993
			CreateSprite(PMSpriteStart+gamestates[obj->state].shapenum);
995
                if (gamestates[obj->state].rotate)
996
                        sprite += CalcRotate(obj);
997
998
                if (texture_index[PMSpriteStart+sprite] == 0)
999
                        CreateSprite(PMSpriteStart+sprite);
994
		else
1000
		else
995
			glBindTexture(GL_TEXTURE_2D, texture_index[PMSpriteStart+gamestates[obj->state].shapenum]);
1001
			glBindTexture(GL_TEXTURE_2D, texture_index[PMSpriteStart+sprite]);
996
1002
997
		glBegin(GL_QUADS);
1003
		glBegin(GL_QUADS);
998
		glTexCoord2f(0,0);
1004
		glTexCoord2f(0,0);

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