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Dithered transparency condition tweaks.
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parent
6e7ae739e2
commit
1244b26d22
2 changed files with 3 additions and 3 deletions
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@ -820,7 +820,7 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
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for (auto p = sector->touching_renderthings; p != nullptr; p = p->m_snext)
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{
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auto thing = p->m_thing;
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if (((thing->flags & MF_SHOOTABLE) && (thing->health > 0)) || (thing->flags & MF_MISSILE))
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if (((thing->flags3 & MF3_ISMONSTER) && (thing->health > 0)) || (thing->flags & MF_MISSILE))
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{
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if ( P_CheckSight(players[consoleplayer].mo, thing, 0) )
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{
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@ -726,10 +726,10 @@ void HWDrawInfo::SetDitherTransFlags(AActor* actor)
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{
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startsec = Level->PointInRenderSubsector(campos)->sector;
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Trace(campos, startsec, vvec, distance,
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MF_SOLID, ML_BLOCKEVERYTHING, actor, results, 0, TraceCallbackForDitherTransparency, &count);
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0, 0, actor, results, 0, TraceCallbackForDitherTransparency, &count);
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campos.Z += actor->Height * 0.5;
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Trace(campos, startsec, vvec, distance,
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MF_SOLID, ML_BLOCKEVERYTHING, actor, results, 0, TraceCallbackForDitherTransparency, &count);
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0, 0, actor, results, 0, TraceCallbackForDitherTransparency, &count);
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campos.Z -= actor->Height * 0.5;
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campos.X += horix; campos.Y -= horiy;
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}
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