--- a/viewport.c Sat Jul 29 06:39:19 2006 +0000
+++ b/viewport.c Sat Jul 29 10:18:59 2006 +0000
@@ -1048,18 +1048,12 @@
if (ps2->unk16 & 1) continue;
- // Decide which sort order algorithm to use, based on whether the sprites have some overlapping area.
- if ((
- (ps2->xmin > ps->xmin && ps2->xmin < ps->xmax) ||
- (ps2->xmax > ps->xmin && ps2->xmin < ps->xmax)
- ) && ( // overlap in X
- (ps2->ymin > ps->ymin && ps2->ymin < ps->ymax) ||
- (ps2->ymax > ps->ymin && ps2->ymin < ps->ymax)
- ) && ( // overlap in Y
- (ps2->zmin > ps->zmin && ps2->zmin < ps->zmax) ||
- (ps2->zmax > ps->zmin && ps2->zmin < ps->zmax)
- )) { // overlap in Z
- // Sprites overlap.
+ /* Decide which comparator to use, based on whether the bounding
+ * boxes overlap
+ */
+ if (ps->xmax > ps2->xmin && ps->xmin < ps2->xmax && // overlap in X?
+ ps->ymax > ps2->ymin && ps->ymin < ps2->ymax && // overlap in Y?
+ ps->zmax > ps2->zmin && ps->zmin < ps2->zmax) { // overlap in Z?
// Use X+Y+Z as the sorting order, so sprites nearer the bottom of the screen,
// and with higher Z elevation, draw in front.
// Here X,Y,Z are the coordinates of the "center of mass" of the sprite,