Played TD's Stormy Streets enough to know precipitation sprites didn't get an overflow test of their own

(various large invisible blocks used in the level cause rain to make splashes high above the main level, high enough to make ghostly rain splash sprite artifacts appear sometimes in nearby areas)
This commit is contained in:
Monster Iestyn 2017-03-02 19:37:21 +00:00
parent 591fe13cc0
commit b0f4bbb44b

View file

@ -891,12 +891,18 @@ static void R_DrawPrecipitationVisSprite(vissprite_t *vis)
#endif
fixed_t frac;
patch_t *patch;
INT64 overflow_test;
//Fab : R_InitSprites now sets a wad lump number
patch = W_CacheLumpNum(vis->patch, PU_CACHE);
if (!patch)
return;
// Check for overflow
overflow_test = (INT64)centeryfrac - (((INT64)vis->texturemid*vis->scale)>>FRACBITS);
if (overflow_test < 0) overflow_test = -overflow_test;
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // fixed point mult would overflow
if (vis->transmap)
{
colfunc = fuzzcolfunc;