- fixed: The view path for checking whether the player sprite should be drawn during a portal transition was never set properly in the portal transitioning case.

This commit is contained in:
Christoph Oelckers 2016-05-09 23:16:06 +02:00
commit 966e6797e4
3 changed files with 14 additions and 3 deletions

View file

@ -58,6 +58,7 @@
#include "v_font.h"
#include "r_data/colormaps.h"
#include "farchive.h"
#include "p_maputl.h"
// MACROS ------------------------------------------------------------------
@ -687,7 +688,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
P_TranslatePortalXY(pds->src, ViewPath[0].X, ViewPath[0].Y);
P_TranslatePortalXY(pds->src, ViewPath[1].X, ViewPath[1].Y);
if (!r_showviewer && camera)
if (!r_showviewer && camera && P_PointOnLineSidePrecise(ViewPath[0], pds->dst) != P_PointOnLineSidePrecise(ViewPath[1], pds->dst))
{
double distp = (ViewPath[0] - ViewPath[1]).Length();
if (distp > EQUAL_EPSILON)