- removed some references to r_viewpoint in game code
Mainly to reduce number of search results.
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86975a71e8
commit
548ccb1df4
6 changed files with 32 additions and 26 deletions
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@ -1341,12 +1341,13 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
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// don't draw sector based blends when any fullbright screen effect is active.
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if (!fullbright)
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{
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const auto &vpp = r_viewpoint.Pos;
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if (!viewsector->e->XFloor.ffloors.Size())
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{
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if (viewsector->GetHeightSec())
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{
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auto s = viewsector->heightsec;
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blendv = s->floorplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(r_viewpoint.Pos) < 0 ? s->topmap : s->midmap;
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blendv = s->floorplane.PointOnSide(vpp) < 0 ? s->bottommap : s->ceilingplane.PointOnSide(vpp) < 0 ? s->topmap : s->midmap;
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}
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}
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else
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@ -1357,11 +1358,11 @@ void DFrameBuffer::DrawBlend(sector_t * viewsector)
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{
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double lightbottom;
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if (i < lightlist.Size() - 1)
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lightbottom = lightlist[i + 1].plane.ZatPoint(r_viewpoint.Pos);
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lightbottom = lightlist[i + 1].plane.ZatPoint(vpp);
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else
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lightbottom = viewsector->floorplane.ZatPoint(r_viewpoint.Pos);
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lightbottom = viewsector->floorplane.ZatPoint(vpp);
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if (lightbottom < r_viewpoint.Pos.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
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if (lightbottom < vpp.Z && (!lightlist[i].caster || !(lightlist[i].caster->flags&FF_FADEWALLS)))
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{
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// 3d floor 'fog' is rendered as a blending value
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blendv = lightlist[i].blend;
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