extern cvar_t r_track_sprites_flags;
extern cvar_t r_track_sprites_scalew;
extern cvar_t r_track_sprites_scaleh;
+extern cvar_t r_overheadsprites_perspective;
+extern cvar_t r_overheadsprites_pushback;
#define TSF_ROTATE 1
#define TSF_ROTATE_CONTINOUSLY 2
up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
break;
+ case SPR_OVERHEAD:
+ VectorScale(r_refdef.view.left, ent->scale, left);
+ VectorScale(r_refdef.view.up, ent->scale, up);
+ // offset
+ VectorCopy(r_refdef.view.up, up);
+ up[2] = up[2] + r_overheadsprites_perspective.value; VectorNormalize(up); // some rotation
+ VectorScale(up, ent->scale, up);
+ // offset (move nearer to player, yz is camera plane)
+ VectorSubtract(r_refdef.view.origin, org, middle);
+ VectorNormalize(middle);
+ org[0] = org[0] + middle[0]*r_overheadsprites_pushback.value;
+ org[1] = org[1] + middle[1]*r_overheadsprites_pushback.value;
+ org[2] = org[2] + middle[2]*r_overheadsprites_pushback.value;
+ // simlulate a bit of perspective effect
+ up[2] = up[2] + r_overheadsprites_perspective.value;
+ break;
}
// LordHavoc: interpolated sprite rendering