Exemple #1
0
//
// P_AnimateSurfaces
//
// Called every tic in P_Ticker
//
void P_AnimateSurfaces(void)
{
    // update sky scroll offsets
    //   haleyjd: stored as regular ints in the mapinfo so we need
    //   to transform these to fixed point values :)

    Sky1ColumnOffset += ((fixed_t)LevelInfo.skyDelta ) << 8;
    Sky2ColumnOffset += ((fixed_t)LevelInfo.sky2Delta) << 8;

    if(LevelInfo.hasLightning)
    {
        if(!NextLightningFlash || LightningFlash)
            P_LightningFlash();
        else
            NextLightningFlash--;
    }
}
Exemple #2
0
void P_AnimateSurfaces(void)
{
	int     i;
	line_t *line;

	// Update scrolling textures
	for(i = 0; i < numlinespecials; i++)
	{
		line = linespeciallist[i];
		switch (line->special)
		{
		case 100:				// Scroll_Texture_Left
			sides[line->sidenum[0]].textureoffset += line->arg1 << 10;
			break;
		case 101:				// Scroll_Texture_Right
			sides[line->sidenum[0]].textureoffset -= line->arg1 << 10;
			break;
		case 102:				// Scroll_Texture_Up
			sides[line->sidenum[0]].rowoffset += line->arg1 << 10;
			break;
		case 103:				// Scroll_Texture_Down
			sides[line->sidenum[0]].rowoffset -= line->arg1 << 10;
			break;
		}
	}

	// Update sky column offsets
	Sky1ColumnOffset += Sky1ScrollDelta;
	Sky2ColumnOffset += Sky2ScrollDelta;
	Rend_SkyParams(1, DD_OFFSET, FIX2FLT(Sky1ColumnOffset));
	Rend_SkyParams(0, DD_OFFSET, FIX2FLT(Sky2ColumnOffset));

	if(LevelHasLightning)
	{
		if(!NextLightningFlash || LightningFlash)
		{
			P_LightningFlash();
		}
		else
		{
			NextLightningFlash--;
		}
	}
}
Exemple #3
0
//
// P_AnimateSurfaces
//
// Called every tic in P_Ticker
//
void P_AnimateSurfaces()
{
   // update sky scroll offsets
   //   haleyjd: stored as regular ints in the mapinfo so we need 
   //   to transform these to fixed point values :)
   skyflat_t *sky1 = R_SkyFlatForIndex(0);
   skyflat_t *sky2 = R_SkyFlatForIndex(1);

   if(sky1)
      sky1->columnoffset += LevelInfo.skyDelta  << 8;
   if(sky2)
      sky2->columnoffset += LevelInfo.sky2Delta << 8;
   
   if(LevelInfo.hasLightning)
   {
      if(!NextLightningFlash || LightningFlash)
         P_LightningFlash();
      else
         NextLightningFlash--;
   }
}