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SmallJokerparamat
authored andcommittedJul 27, 2016
Upright sprite objects: Horizontally flip the front image
For consistent horizontal sprite structure when seen from front and back Fix code style
1 parent 2cb0f64 commit 8a98cbd

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‎src/content_cao.cpp

+40-44
Original file line numberDiff line numberDiff line change
@@ -839,54 +839,50 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
839839
setBillboardTextureMatrix(m_spritenode,
840840
txs, tys, 0, 0);
841841
}
842-
}
843-
else if(m_prop.visual == "upright_sprite") {
842+
} else if (m_prop.visual == "upright_sprite") {
844843
scene::SMesh *mesh = new scene::SMesh();
845-
double dx = BS*m_prop.visual_size.X/2;
846-
double dy = BS*m_prop.visual_size.Y/2;
847-
{ // Front
848-
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
844+
double dx = BS * m_prop.visual_size.X / 2;
845+
double dy = BS * m_prop.visual_size.Y / 2;
849846
u8 li = m_last_light;
850-
video::SColor c(255,li,li,li);
851-
video::S3DVertex vertices[4] =
852-
{
853-
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
854-
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
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video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
856-
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
857-
};
858-
u16 indices[] = {0,1,2,2,3,0};
859-
buf->append(vertices, 4, indices, 6);
860-
// Set material
861-
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
862-
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
863-
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
864-
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
865-
// Add to mesh
866-
mesh->addMeshBuffer(buf);
867-
buf->drop();
847+
video::SColor c(255, li, li, li);
848+
849+
{ // Front
850+
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
851+
video::S3DVertex vertices[4] = {
852+
video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
853+
video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
854+
video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
855+
video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
856+
};
857+
u16 indices[] = {0,1,2,2,3,0};
858+
buf->append(vertices, 4, indices, 6);
859+
// Set material
860+
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
861+
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
862+
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
863+
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
864+
// Add to mesh
865+
mesh->addMeshBuffer(buf);
866+
buf->drop();
868867
}
869868
{ // Back
870-
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
871-
u8 li = m_last_light;
872-
video::SColor c(255,li,li,li);
873-
video::S3DVertex vertices[4] =
874-
{
875-
video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
876-
video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
877-
video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
878-
video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
879-
};
880-
u16 indices[] = {0,1,2,2,3,0};
881-
buf->append(vertices, 4, indices, 6);
882-
// Set material
883-
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
884-
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
885-
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
886-
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
887-
// Add to mesh
888-
mesh->addMeshBuffer(buf);
889-
buf->drop();
869+
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
870+
video::S3DVertex vertices[4] = {
871+
video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
872+
video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
873+
video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
874+
video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
875+
};
876+
u16 indices[] = {0,1,2,2,3,0};
877+
buf->append(vertices, 4, indices, 6);
878+
// Set material
879+
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
880+
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
881+
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
882+
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
883+
// Add to mesh
884+
mesh->addMeshBuffer(buf);
885+
buf->drop();
890886
}
891887
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
892888
m_meshnode->grab();

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