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- Fix wrong math for model/light distance check
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1 changed files with 2 additions and 2 deletions
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@ -209,12 +209,12 @@ void gl_SetDynModelLight(AActor *self, bool hudmodel)
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{
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{
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int group = subsector->sector->PortalGroup;
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int group = subsector->sector->PortalGroup;
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DVector3 pos = light->PosRelative(group);
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DVector3 pos = light->PosRelative(group);
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float radius = light->GetRadius();
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float radius = light->GetRadius() + self->renderradius;
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double dx = pos.X - x;
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double dx = pos.X - x;
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double dy = pos.Y - y;
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double dy = pos.Y - y;
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double dz = pos.Z - z;
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double dz = pos.Z - z;
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double distSquared = dx * dx + dy * dy + dz * dz;
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double distSquared = dx * dx + dy * dy + dz * dz;
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if (distSquared < radiusSquared + radius * radius) // Light and actor touches
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if (distSquared < radius * radius) // Light and actor touches
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{
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{
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if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
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if (std::find(addedLights.begin(), addedLights.end(), light) == addedLights.end()) // Check if we already added this light from a different subsector
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{
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{
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