- Fixed compilation but i don't think this will work.

This commit is contained in:
drfrag 2019-06-23 13:39:24 +02:00
parent 866c6e13a6
commit e7ecdc9f9e
2 changed files with 3 additions and 3 deletions

View file

@ -380,7 +380,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
case GLPASS_ALL: // Same, but also creates the dynlight data. case GLPASS_ALL: // Same, but also creates the dynlight data.
mDrawer->SetColor(lightlevel, rel, Colormap,1.0f); mDrawer->SetColor(lightlevel, rel, Colormap,1.0f);
mDrawer->SetFog(lightlevel, rel, &Colormap, false); mDrawer->SetFog(lightlevel, rel, &Colormap, false);
gl_RenderState.SetAddColor(flat->AddColor | 0xff000000); gl_RenderState.SetAddColor(AddColor | 0xff000000);
if (!gltexture->tex->isFullbright()) if (!gltexture->tex->isFullbright())
gl_RenderState.SetObjectColor(FlatColor | 0xff000000); gl_RenderState.SetObjectColor(FlatColor | 0xff000000);
if (sector->special != GLSector_Skybox) if (sector->special != GLSector_Skybox)

View file

@ -447,9 +447,9 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
} }
SetColor(ll, 0, cmc, trans, true); SetColor(ll, 0, cmc, trans, true);
} }
if (owner->Sector) if (playermo->Sector)
{ {
gl_RenderState.SetAddColor(owner->Sector->SpecialColors[sector_t::add] | 0xff000000); gl_RenderState.SetAddColor(playermo->Sector->SpecialColors[sector_t::add] | 0xff000000);
} }
else else
{ {