Actually fix papersprites near camera crash

This commit is contained in:
Eidolon 2023-09-03 16:31:08 -05:00
parent d4a2bb5675
commit c35456d5cb

View file

@ -844,6 +844,15 @@ static void R_DrawVisSprite(vissprite_t *vis)
if ((UINT64)overflow_test&0xFFFFFFFF80000000ULL) return; // ditto
}
// TODO This check should not be necessary. But Papersprites near to the camera will sometimes create invalid values
// for the vissprite's startfrac. This happens because they are not depth culled like other sprites.
// Someone who is more familiar with papersprites pls check and try to fix <3
if (vis->startfrac < 0 || vis->startfrac > (patch->width << FRACBITS))
{
// never draw vissprites with startfrac out of patch range
return;
}
colfunc = colfuncs[BASEDRAWFUNC]; // hack: this isn't resetting properly somewhere.
dc_colormap = vis->colormap;
dc_translation = R_GetSpriteTranslation(vis);
@ -2235,7 +2244,7 @@ static void R_ProjectSprite(mobj_t *thing)
vis->xscale = FixedMul(spritexscale, xscale); //SoM: 4/17/2000
vis->scale = FixedMul(spriteyscale, yscale); //<<detailshift;
vis->thingscale = this_scale;
vis->thingscale = interp.scale;
vis->spritexscale = spritexscale;
vis->spriteyscale = spriteyscale;