Merge branch 'very-lethal-lava-land' into 'next'

Only interpolate shadowcasters if they exist

Closes #899

See merge request STJr/SRB2!1864
This commit is contained in:
Eidolon 2022-11-12 23:23:26 +00:00
commit d6640391e4

View file

@ -5300,21 +5300,24 @@ static void HWR_ProjectSprite(mobj_t *thing)
if (thing->renderflags & RF_SHADOWEFFECTS)
{
mobj_t *caster = thing->target;
interpmobjstate_t casterinterp = {};
if (R_UsingFrameInterpolation() && !paused)
{
R_InterpolateMobjState(caster, rendertimefrac, &casterinterp);
}
else
{
R_InterpolateMobjState(caster, FRACUNIT, &casterinterp);
}
if (caster && !P_MobjWasRemoved(caster))
{
fixed_t groundz = R_GetShadowZ(thing, NULL);
fixed_t floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + casterinterp.z - groundz);
interpmobjstate_t casterinterp = {};
fixed_t groundz;
fixed_t floordiff;
if (R_UsingFrameInterpolation() && !paused)
{
R_InterpolateMobjState(caster, rendertimefrac, &casterinterp);
}
else
{
R_InterpolateMobjState(caster, FRACUNIT, &casterinterp);
}
groundz = R_GetShadowZ(thing, NULL);
floordiff = abs(((thing->eflags & MFE_VERTICALFLIP) ? caster->height : 0) + casterinterp.z - groundz);
shadowheight = FIXED_TO_FLOAT(floordiff);
shadowscale = FIXED_TO_FLOAT(FixedMul(FRACUNIT - floordiff/640, casterinterp.scale));