- partial adjustments.

No point changing all the viewx/y/z stuff when that is about to get floatified next.
This commit is contained in:
Christoph Oelckers 2016-03-31 21:42:27 +02:00
commit a27181cb0b
7 changed files with 35 additions and 35 deletions

View file

@ -532,8 +532,8 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
{
if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
{
fixed_t clipdist = FLOAT2FIXED(clamp(thing->Speed, thing->target->radius, thing->target->radius*2));
if (P_AproxDistance(FLOAT2FIXED(thingpos.X)-viewx, FLOAT2FIXED(thingpos.Y)-viewy) < clipdist) return;
double clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius*2);
if (P_AproxDistance(thingpos.X-viewx, thingpos.Y-viewy) < clipdist) return;
}
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
}
@ -660,7 +660,7 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
rendersector->GetCeilingLight() : rendersector->GetFloorLight());
foglevel = (BYTE)clamp<short>(rendersector->lightlevel, 0, 255);
lightlevel = (byte)gl_CheckSpriteGlow(rendersector, lightlevel, FLOAT2FIXED(thingpos.X), FLOAT2FIXED(thingpos.Y), FLOAT2FIXED(thingpos.Z));
lightlevel = (byte)gl_CheckSpriteGlow(rendersector, lightlevel, thingpos);
ThingColor = (thing->RenderStyle.Flags & STYLEF_ColorIsFixed) ? thing->fillcolor : 0xffffff;
ThingColor.a = 255;