- 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.
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3 changed files with 14 additions and 3 deletions
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@ -58,6 +58,7 @@
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#include "v_font.h"
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#include "r_data/colormaps.h"
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#include "farchive.h"
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#include "p_maputl.h"
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// MACROS ------------------------------------------------------------------
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@ -687,7 +688,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
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P_TranslatePortalXY(pds->src, ViewPath[0].X, ViewPath[0].Y);
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P_TranslatePortalXY(pds->src, ViewPath[1].X, ViewPath[1].Y);
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if (!r_showviewer && camera)
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if (!r_showviewer && camera && P_PointOnLineSidePrecise(ViewPath[0], pds->dst) != P_PointOnLineSidePrecise(ViewPath[1], pds->dst))
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{
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double distp = (ViewPath[0] - ViewPath[1]).Length();
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if (distp > EQUAL_EPSILON)
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