- moved the subsectors into FLevelLocals.

This commit is contained in:
Christoph Oelckers 2017-03-17 00:22:52 +01:00
commit f201dab534
28 changed files with 280 additions and 295 deletions

View file

@ -117,10 +117,10 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub)
}
}
bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors);
bool mainBSP = ((unsigned int)(sub->Index()) < level.subsectors.Size());
if (mainBSP)
{
int subsectorIndex = (int)(sub - subsectors);
int subsectorIndex = sub->Index();
for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
{
particle_t *particle = Particles + i;
@ -136,7 +136,7 @@ void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, const DVe
{
if (numnodes == 0)
{
subsector_t *sub = subsectors;
subsector_t *sub = &level.subsectors[0];
auto it = SubsectorDepths.find(sub);
if (it != SubsectorDepths.end())
TranslucentObjects.push_back({ thing, sub, it->second, sortDistance, 0.0f, 1.0f });