- give the hardware renderer's drawinfo its own level pointer

This commit is contained in:
Christoph Oelckers 2019-01-25 01:26:16 +01:00
commit ba114f6f23
33 changed files with 172 additions and 157 deletions

View file

@ -103,6 +103,7 @@
static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");
EXTERN_CVAR(Bool, cl_predict_specials)
EXTERN_CVAR(Bool, forcewater)
// [RH] Check dmflags for noexit and respond accordingly
bool FLevelLocals::CheckIfExitIsGood (AActor *self, level_info_t *info)
@ -680,35 +681,10 @@ void P_UpdateSpecials (FLevelLocals *Level)
}
}
//
// SPECIAL SPAWNING
//
CUSTOM_CVAR (Bool, forcewater, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
{
if (gamestate == GS_LEVEL)
{
auto Level = &level;
for (auto &sec : Level->sectors)
{
sector_t *hsec = sec.GetHeightSec();
if (hsec && !(hsec->MoreFlags & SECMF_UNDERWATER))
{
if (self)
{
hsec->MoreFlags |= SECMF_FORCEDUNDERWATER;
}
else
{
hsec->MoreFlags &= ~SECMF_FORCEDUNDERWATER;
}
}
}
}
}
IMPLEMENT_CLASS(DLightTransfer, false, false)
void DLightTransfer::Serialize(FSerializer &arc)