Removed all attempts to stop the sprite from appearing in portals. This may likely require a fundamental breakdown of the system itself in order to address the problem.
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4 changed files with 2 additions and 69 deletions
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@ -734,12 +734,6 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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DVector3 thingorigin = thing->Pos();
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if (thruportal == 1) thingorigin += di->Level->Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
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if (fabs(thingorigin.X - vp.ActorPos.X) < 2 && fabs(thingorigin.Y - vp.ActorPos.Y) < 2) return;
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// Try to do an inverted trace to get to the camera's body. This way, we know exactly behind which line to disable.
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// Currently doesn't work.
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FViewPosition *vpos = camera->ViewPos;
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if (vpos && vpos->TraceBack(camera))
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return;
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}
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// Thing is invisible if close to the camera.
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if (thing->renderflags & RF_MAYBEINVISIBLE)
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