diff --git a/Source/Core/Rendering/Renderer2D.cs b/Source/Core/Rendering/Renderer2D.cs index 9f4c744..0be6d23 100644 --- a/Source/Core/Rendering/Renderer2D.cs +++ b/Source/Core/Rendering/Renderer2D.cs @@ -1480,11 +1480,14 @@ namespace CodeImp.DoomBuilder.Rendering }; } if (iNext < size && waypoints[iNext].AngleDoom == waypoints[i].AngleDoom + 1) // next waypoint of this sequence? - RenderLine((Vector2D)waypoints[i].Position, (Vector2D)waypoints[iNext].Position, 1.5f, General.Colors.WaypointColor, true); + RenderLine(waypoints[i].Position, waypoints[iNext].Position, 1.5f, General.Colors.WaypointColor, true); else if (iNext < size && waypoints[iNext].AngleDoom == waypoints[i].AngleDoom) // mark duplicate waypoints - RenderCircle((Vector2D)waypoints[iNext].Position, 32f, 1f, PixelColor.FromColor(Color.Red), true); + { + RenderCircle(waypoints[i].Position, 32f, 1f, PixelColor.FromColor(Color.Red), true); + RenderCircle(waypoints[iNext].Position, 32f, 1f, PixelColor.FromColor(Color.Red), true); + } else // draw different line between last and first waypoint of this sequence - RenderLine((Vector2D)waypoints[i].Position, (Vector2D)waypoints[seqStart].Position, 0.75f, General.Colors.WaypointLoopColor, true); + RenderLine(waypoints[i].Position, waypoints[seqStart].Position, 0.75f, General.Colors.WaypointLoopColor, true); i = iNext; } @@ -1502,7 +1505,7 @@ namespace CodeImp.DoomBuilder.Rendering if (iNext < size && axistransferlines[iNext].GetFlagsValue() == axistransferlines[i].GetFlagsValue() + 1) { int mare = axistransferlines[i].Parameter; - RenderLine((Vector2D)axistransferlines[i].Position, (Vector2D)axistransferlines[iNext].Position, 1f, General.Colors.GetNiGHTSColor(mare), true); + RenderLine(axistransferlines[i].Position, axistransferlines[iNext].Position, 1f, General.Colors.GetNiGHTSColor(mare), true); /* Start looking for partners for the one beyond iNext. */ i = iNext + 1; } @@ -1516,7 +1519,7 @@ namespace CodeImp.DoomBuilder.Rendering foreach (Thing axis in axes) { int mare = axis.Parameter; - RenderCircle((Vector2D)axis.Position, (float)(axis.AngleDoom & 0x3FFF), 1f, General.Colors.GetNiGHTSColor(mare), true); + RenderCircle(axis.Position, (float)(axis.AngleDoom & 0x3FFF), 1f, General.Colors.GetNiGHTSColor(mare), true); } } #endregion