Ported RenderRadius and related code from gzdoom branch
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4ee2d4a1a4
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87b23d160b
12 changed files with 133 additions and 6 deletions
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@ -1225,7 +1225,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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// A sector might have been split into several
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// subsectors during BSP building.
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// Thus we check whether it was already added.
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if (sec->thinglist == NULL || sec->validcount == validcount)
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if (sec->touching_render_things == NULL || sec->validcount == validcount)
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return;
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// Well, now it will be done.
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@ -1234,8 +1234,13 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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spriteshade = LIGHT2SHADE(lightlevel + r_actualextralight);
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// Handle all things in sector.
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for (thing = sec->thinglist; thing; thing = thing->snext)
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for (std::forward_list<AActor*>::iterator it = sec->touching_render_things->begin();
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it != sec->touching_render_things->end(); it++)
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{
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thing = (*it);
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if (thing->validcount == validcount) continue;
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thing->validcount = validcount;
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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if (cvar != NULL && *cvar >= 0)
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{
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