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--- common/wl_agent.c.orig	2003-09-11 20:39:02.674298800 +0200
+++ common/wl_agent.c	2003-09-11 20:42:17.229721880 +0200
@@ -919,32 +919,31 @@
 	viewdist = 0x7fffffffl;
 	closest = NULL;
 
-//	while (1)
+	while (1)
 	{
 		oldclosest = closest;
 
 		for (check=ob->next ; check ; check=check->next)
 			if ((check->flags & FL_SHOOTABLE)
-				//&&
+				&&
 //				(check->flags & FL_VISABLE) &&
-//				(abs(check->viewx - centerx) < shootdelta)
+				(abs(check->viewx - centerx) < shootdelta)
 			)
-//			{
+			{
 		if (CheckLine(check))
-//				if (check->transx < viewdist)
+				if (check->transx < viewdist)
 				{
-//					viewdist = check->transx;
+					viewdist = check->transx;
 					closest = check;
-			break;
 				}
-//			}
+			}
 
 		if (closest == oldclosest)
 			return; // no more targets, all missed
 
 		// trace a line from player to enemey
-//		if (CheckLine(closest))
-//			break;
+		if (CheckLine(closest))
+			break;
 	}
 
 	// hit something
--- common/wl_draw.c.orig	2003-09-11 20:43:26.473195272 +0200
+++ common/wl_draw.c	2003-09-11 20:46:57.859059736 +0200
@@ -877,7 +877,7 @@
 		tilespot = &tilemap[0][0]+spotloc;
 
 		// could be in any of the nine surrounding tiles
-		if ((*visspot) ||
+		if (1 || (*visspot) ||
 			(*(visspot-1) && !*(tilespot-1)) ||
 			(*(visspot+1) && !*(tilespot+1)) ||
 			(*(visspot-65) && !*(tilespot-65)) ||
@@ -980,6 +980,8 @@
 
 	for (obj = player->next; obj; obj = obj->next)
 	{
+		int sprite;
+
 		if (!areabyplayer[obj->areanumber])
 			continue;
 		if (!gamestates[obj->state].shapenum)
@@ -989,10 +991,14 @@
 		glTranslated((float)obj->x/(1<<16), (float)obj->y/(1<<16), 0);
 		glRotated(-player->angle, 0,0,1);
 
-		if (texture_index[PMSpriteStart+gamestates[obj->state].shapenum] == 0)
-			CreateSprite(PMSpriteStart+gamestates[obj->state].shapenum);
+                sprite = gamestates[obj->state].shapenum;
+                if (gamestates[obj->state].rotate)
+                        sprite += CalcRotate(obj);
+
+                if (texture_index[PMSpriteStart+sprite] == 0)
+                        CreateSprite(PMSpriteStart+sprite);
 		else
-			glBindTexture(GL_TEXTURE_2D, texture_index[PMSpriteStart+gamestates[obj->state].shapenum]);
+			glBindTexture(GL_TEXTURE_2D, texture_index[PMSpriteStart+sprite]);
 
 		glBegin(GL_QUADS);
 		glTexCoord2f(0,0);