- refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals.

This commit is contained in:
Christoph Oelckers 2017-01-07 19:32:24 +01:00
commit c02281a439
57 changed files with 438 additions and 456 deletions

View file

@ -895,7 +895,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
Colormap=rendersector->ColorMap;
if (fullbright)
{
if (rendersector == &sectors[rendersector->sectornum] || in_area != area_below)
if (rendersector == &level.sectors[rendersector->sectornum] || in_area != area_below)
// under water areas keep their color for fullbright objects
{
// Only make the light white but keep everything else (fog, desaturation and Boom colormap.)