- moved portal data into FLevelLocals.
This commit is contained in:
parent
65e7b6dfaa
commit
8be788a9b3
19 changed files with 138 additions and 148 deletions
|
|
@ -726,13 +726,13 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
|
|||
|
||||
// [RH] Interpolate the sprite's position to make it look smooth
|
||||
DVector3 thingpos = thing->InterpolatedPosition(r_viewpoint.TicFrac);
|
||||
if (thruportal == 1) thingpos += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
|
||||
if (thruportal == 1) thingpos += level.Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
|
||||
|
||||
// Some added checks if the camera actor is not supposed to be seen. It can happen that some portal setup has this actor in view in which case it may not be skipped here
|
||||
if (thing == camera && !r_viewpoint.showviewer)
|
||||
{
|
||||
DVector3 thingorigin = thing->Pos();
|
||||
if (thruportal == 1) thingorigin += Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
|
||||
if (thruportal == 1) thingorigin += level.Displacements.getOffset(thing->Sector->PortalGroup, sector->PortalGroup);
|
||||
if (fabs(thingorigin.X - r_viewpoint.ActorPos.X) < 2 && fabs(thingorigin.Y - r_viewpoint.ActorPos.Y) < 2) return;
|
||||
}
|
||||
// Thing is invisible if close to the camera.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue