prop_rope: Fix PVS culling. It may be more aggressive now, so fix your maps.

This commit is contained in:
Marco Cawthorne 2021-08-08 06:51:57 +02:00
parent 2256c8501c
commit 1230a6d636

View file

@ -124,11 +124,8 @@ prop_rope::predraw(void)
pSeat = &g_seats[s];
vecPlayer = pSeat->m_vecPredictedOrigin;
if (checkpvs(vecPlayer, this) == FALSE) {
if (checkpvs(vecPlayer, x) == FALSE) {
return (PREDRAW_NEXT);
}
}
if (checkpvs(vecPlayer, this) == FALSE)
return (PREDRAW_NEXT);
if (!x) {
#ifdef GS_DEVELOPER
@ -167,6 +164,8 @@ prop_rope::predraw(void)
#else
vector lit1 = /*[0.1,0.1,0.1] */ getlight(pos1) / 255;
vector lit2 = /*[0.1,0.1,0.1] */ getlight(pos2) / 255;
makevectors(getproperty(VF_CL_VIEWANGLES));
R_BeginPolygon(m_strShader, 0, 0);
R_PolygonVertex(pos1, [0,0], lit1, 1.0f);
R_PolygonVertex(pos2, [0,1], lit2, 1.0f);
@ -199,6 +198,7 @@ prop_rope::predraw(void)
vector lit1 = /*[0.1,0.1,0.1] */ getlight(pos1) / 255;
vector lit2 = /*[0.1,0.1,0.1] */ getlight(pos2) / 255;
makevectors(getproperty(VF_CL_VIEWANGLES));
R_BeginPolygon(m_strShader, 0, 0);
R_PolygonVertex(pos1, [0,0], lit1, 1.0f);
R_PolygonVertex(pos2, [0,1], lit2, 1.0f);
@ -249,4 +249,6 @@ prop_rope::prop_rope(void)
drawmask = MASK_ENGINE;
Init();
RendererRestarted();
setsize(this, [0,0,0], [0,0,0]);
setorigin(this, origin);
}