- fixed radius use in dynamic light traversal for models.
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5 changed files with 15 additions and 7 deletions
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@ -120,7 +120,8 @@ void PolyModelRenderer::AddLights(AActor *actor)
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float x = (float)actor->X();
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float y = (float)actor->Y();
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float z = (float)actor->Center();
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float radiusSquared = (float)(actor->renderradius * actor->renderradius);
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float actorradius = (float)actor->RenderRadius();
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float radiusSquared = actorradius * actorradius;
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BSPWalkCircle(actor->Level, x, y, radiusSquared, [&](subsector_t *subsector) // Iterate through all subsectors potentially touched by actor
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{
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@ -132,7 +133,7 @@ void PolyModelRenderer::AddLights(AActor *actor)
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{
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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float radius = (float)(light->GetRadius() + actor->renderradius);
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float radius = (float)(light->GetRadius() + actorradius);
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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