- 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

@ -250,7 +250,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
lightlevel = (1.0 - min_L) * 255;
}
lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->_f_X(), playermo->_f_Y(), playermo->_f_Z());
lightlevel = gl_CheckSpriteGlow(viewsector, lightlevel, playermo->Pos());
// calculate colormap for weapon sprites
if (viewsector->e->XFloor.ffloors.Size() && !glset.nocoloredspritelighting)