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Changed zero RenderRadius logic - negative values now used for 'no rendering', restored old logic with max(radius, renderradius)
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40a180c15f
commit
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2 changed files with 4 additions and 4 deletions
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@ -6651,9 +6651,9 @@ void P_CreateSecNodeList(AActor *thing)
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void P_LinkRenderSectors(AActor* thing)
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void P_LinkRenderSectors(AActor* thing)
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{
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{
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// if this thing has RenderStyle None, don't link it anywhere.
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// if this thing has RenderStyle None, don't link it anywhere.
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if (thing->renderradius != 0)
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if (thing->renderradius >= 0)
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{
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{
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FBoundingBox box(thing->X(), thing->Y(), thing->renderradius > 0 ? thing->renderradius : thing->renderradius);
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FBoundingBox box(thing->X(), thing->Y(), std::max(thing->radius, thing->renderradius));
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FBlockLinesIterator it(box);
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FBlockLinesIterator it(box);
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line_t *ld;
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line_t *ld;
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@ -6702,7 +6702,7 @@ void P_LinkRenderSectors(AActor* thing)
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void P_UnlinkRenderSectors(AActor* thing)
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void P_UnlinkRenderSectors(AActor* thing)
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{
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{
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if (thing->renderradius != 0)
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if (thing->renderradius >= 0)
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{
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{
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if (thing->touching_render_sectors)
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if (thing->touching_render_sectors)
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{
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{
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@ -202,7 +202,7 @@ class Actor : Thinker native
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Health DEFAULT_HEALTH;
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Health DEFAULT_HEALTH;
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Reactiontime 8;
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Reactiontime 8;
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Radius 20;
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Radius 20;
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RenderRadius -1;
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RenderRadius 0;
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Height 16;
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Height 16;
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Mass 100;
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Mass 100;
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RenderStyle 'Normal';
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RenderStyle 'Normal';
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