Merge branch 'master' into renderdatarefactor

# Conflicts:
#	TR5Main/Renderer/Renderer11Draw.cpp
This commit is contained in:
Raildex 2020-07-26 08:58:44 +02:00
commit f3d8b9130c
214 changed files with 3340 additions and 3572 deletions

View file

@ -49,7 +49,7 @@ void Renderer11::UpdateLaraAnimations(bool force)
// First calculate matrices for legs, hips, head and torso
int mask = MESH_BITS(LM_HIPS) | MESH_BITS(LM_LTHIGH) | MESH_BITS(LM_LSHIN) | MESH_BITS(LM_LFOOT) | MESH_BITS(LM_RTHIGH) | MESH_BITS(LM_RSHIN) | MESH_BITS(LM_RFOOT) | MESH_BITS(LM_TORSO) | MESH_BITS(LM_HEAD);
short *framePtr[2];
ANIM_FRAME* framePtr[2];
int rate, frac;
frac = GetFrame_D2(LaraItem, framePtr, &rate);
@ -80,16 +80,16 @@ void Renderer11::UpdateLaraAnimations(bool force)
case WEAPON_CROSSBOW:
case WEAPON_GRENADE_LAUNCHER:
case WEAPON_HARPOON_GUN:
short *shotgunFramePtr;
ANIM_FRAME* shotgunFramePtr;
// Left arm
mask = MESH_BITS(LM_LINARM) | MESH_BITS(LM_LOUTARM) | MESH_BITS(LM_LHAND);
shotgunFramePtr = Lara.leftArm.frameBase + (Lara.leftArm.frameNumber) * (Anims[Lara.leftArm.animNumber].interpolation >> 8);
shotgunFramePtr = &g_Level.Frames[Lara.leftArm.frameBase + Lara.leftArm.frameNumber];
updateAnimation(item, laraObj, &shotgunFramePtr, 0, 1, mask);
// Right arm
mask = MESH_BITS(LM_RINARM) | MESH_BITS(LM_ROUTARM) | MESH_BITS(LM_RHAND);
shotgunFramePtr = Lara.rightArm.frameBase + (Lara.rightArm.frameNumber) * (Anims[Lara.rightArm.animNumber].interpolation >> 8);
shotgunFramePtr = &g_Level.Frames[Lara.rightArm.frameBase + Lara.rightArm.frameNumber];
updateAnimation(item, laraObj, &shotgunFramePtr, 0, 1, mask);
break;
@ -98,19 +98,19 @@ void Renderer11::UpdateLaraAnimations(bool force)
case WEAPON_REVOLVER:
default:
{
short *pistolFramePtr;
ANIM_FRAME* pistolFramePtr;
// Left arm
int upperArmMask = MESH_BITS(LM_LINARM);
mask = MESH_BITS(LM_LOUTARM) | MESH_BITS(LM_LHAND);
pistolFramePtr = Lara.leftArm.frameBase + (Lara.leftArm.frameNumber - Anims[Lara.leftArm.animNumber].frameBase) * (Anims[Lara.leftArm.animNumber].interpolation >> 8);
pistolFramePtr = &g_Level.Frames[Lara.leftArm.frameBase + Lara.leftArm.frameNumber - g_Level.Anims[Lara.leftArm.animNumber].frameBase];
updateAnimation(item, laraObj, &pistolFramePtr, 0, 1, upperArmMask, true);
updateAnimation(item, laraObj, &pistolFramePtr, 0, 1, mask);
// Right arm
upperArmMask = MESH_BITS(LM_RINARM);
mask = MESH_BITS(LM_ROUTARM) | MESH_BITS(LM_RHAND);
pistolFramePtr = Lara.rightArm.frameBase + (Lara.rightArm.frameNumber - Anims[Lara.rightArm.animNumber].frameBase) * (Anims[Lara.rightArm.animNumber].interpolation >> 8);
pistolFramePtr = &g_Level.Frames[Lara.rightArm.frameBase + Lara.rightArm.frameNumber - g_Level.Anims[Lara.rightArm.animNumber].frameBase];
updateAnimation(item, laraObj, &pistolFramePtr, 0, 1, upperArmMask, true);
updateAnimation(item, laraObj, &pistolFramePtr, 0, 1, mask);
}