Fixed: Decals calculated "lighting" wrong

- Instead of calculating lighting based from the left edge of the wall
  segment the decal was on, it was calculated from the left edge of the
  wall instead.
This commit is contained in:
Marisa Heit 2016-10-22 20:27:02 -05:00
commit 31f01d076e

View file

@ -3186,7 +3186,7 @@ static void R_RenderDecal (side_t *wall, DBaseDecal *decal, drawseg_t *clipper,
rereadcolormap = false;
}
rw_light = rw_lightleft + (x1 - WallC.sx1) * rw_lightstep;
rw_light = rw_lightleft + (x1 - savecoord.sx1) * rw_lightstep;
if (fixedlightlev >= 0)
dc_colormap = (r_fullbrightignoresectorcolor) ? (FullNormalLight.Maps + fixedlightlev) : (usecolormap->Maps + fixedlightlev);
else if (fixedcolormap != NULL)