- partial adjustments.
No point changing all the viewx/y/z stuff when that is about to get floatified next.
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466c4c75df
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7 changed files with 35 additions and 35 deletions
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@ -532,8 +532,8 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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{
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if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
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{
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fixed_t clipdist = FLOAT2FIXED(clamp(thing->Speed, thing->target->radius, thing->target->radius*2));
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if (P_AproxDistance(FLOAT2FIXED(thingpos.X)-viewx, FLOAT2FIXED(thingpos.Y)-viewy) < clipdist) return;
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double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius*2);
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if (P_AproxDistance(thingpos.X-viewx, thingpos.Y-viewy) < clipdist) return;
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}
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thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
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}
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@ -660,7 +660,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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rendersector->GetCeilingLight() : rendersector->GetFloorLight());
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foglevel = (BYTE)clamp<short>(rendersector->lightlevel, 0, 255);
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lightlevel = (byte)gl_CheckSpriteGlow(rendersector, lightlevel, FLOAT2FIXED(thingpos.X), FLOAT2FIXED(thingpos.Y), FLOAT2FIXED(thingpos.Z));
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lightlevel = (byte)gl_CheckSpriteGlow(rendersector, lightlevel, thingpos);
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ThingColor = (thing->RenderStyle.Flags & STYLEF_ColorIsFixed) ? thing->fillcolor : 0xffffff;
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ThingColor.a = 255;
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