- changed dynamic light traversal to use sections instead of the subsectors.

This is mostly complete, except for handling intra-section sidedefs.
This commit is contained in:
Christoph Oelckers 2018-11-06 00:13:23 +01:00
commit ba66c0c889
20 changed files with 117 additions and 123 deletions

View file

@ -470,7 +470,7 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
Sector = sector;
subsector = R_PointInSubsector(Pos()); // this is from the rendering nodes, not the gameplay nodes!
section = level.sections.SectionForSubsector(subsector->Index());
section = subsector->section;
if (!(flags & MF_NOSECTOR))
{