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Fix HWR_ProjectSprite to check properly whether the displayed player's mobj or its subsector exists, to avoid a crash when checking for fake planes. (also use viewplayer since its available to use, silly hardware code)
Also tweaked a weird splitscreen check in HWR_DrawSpriteShadow; still investigating whether stplyr is ever not player 2 when it's player 2's view, but this looks better for now
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1 changed files with 5 additions and 2 deletions
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@ -3941,7 +3941,7 @@ static void HWR_DrawSpriteShadow(gr_vissprite_t *spr, GLPatch_t *gpatch, float t
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angle_t shadowdir;
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angle_t shadowdir;
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// Set direction
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// Set direction
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if (splitscreen && stplyr != &players[displayplayer])
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if (splitscreen && stplyr == &players[secondarydisplayplayer])
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shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
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shadowdir = localangle2 + FixedAngle(cv_cam2_rotate.value);
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else
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else
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shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
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shadowdir = localangle + FixedAngle(cv_cam_rotate.value);
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@ -5302,7 +5302,10 @@ static void HWR_ProjectSprite(mobj_t *thing)
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}
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}
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heightsec = thing->subsector->sector->heightsec;
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heightsec = thing->subsector->sector->heightsec;
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phs = players[displayplayer].mo->subsector->sector->heightsec;
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if (viewplayer->mo && viewplayer->mo->subsector)
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phs = viewplayer->mo->subsector->sector->heightsec;
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else
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phs = -1;
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if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
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if (heightsec != -1 && phs != -1) // only clip things which are in special sectors
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{
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{
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