- moved ViewActor variable into FRenderViewpoint.
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6 changed files with 20 additions and 25 deletions
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@ -236,7 +236,6 @@ void GLSceneDrawer::CreateScene(FDrawInfo *di)
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validcount++; // used for processing sidedefs only once by the renderer.
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di->mAngles = GLRenderer->mAngles;
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di->mViewActor = GLRenderer->mViewActor;
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di->mShadowMap = &GLRenderer->mShadowMap;
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di->RenderBSPNode (level.HeadNode());
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@ -633,14 +632,14 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, IntRect * bounds, fl
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GLRenderer->mAngles.Pitch = (float)RAD2DEG(asin(angy / alen));
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GLRenderer->mAngles.Roll.Degrees = r_viewpoint.Angles.Roll.Degrees;
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if (camera->player && camera->player-players==consoleplayer &&
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((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera==camera->player->mo)
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if (camera->player && camera->player - players == consoleplayer &&
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((camera->player->cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)) && camera == camera->player->mo)
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{
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GLRenderer->mViewActor=NULL;
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r_viewpoint.ViewActor = nullptr;
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}
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else
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{
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GLRenderer->mViewActor=camera;
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r_viewpoint.ViewActor = camera;
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}
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// 'viewsector' will not survive the rendering so it cannot be used anymore below.
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