Dithered transparency condition tweaks.

This commit is contained in:
Dileep V. Reddy 2024-06-24 20:21:31 -06:00
parent 6e7ae739e2
commit 1244b26d22
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GPG key ID: 7E1FE104B057EBF3
2 changed files with 3 additions and 3 deletions

View file

@ -820,7 +820,7 @@ void HWDrawInfo::DoSubsector(subsector_t * sub)
for (auto p = sector->touching_renderthings; p != nullptr; p = p->m_snext)
{
auto thing = p->m_thing;
if (((thing->flags & MF_SHOOTABLE) && (thing->health > 0)) || (thing->flags & MF_MISSILE))
if (((thing->flags3 & MF3_ISMONSTER) && (thing->health > 0)) || (thing->flags & MF_MISSILE))
{
if ( P_CheckSight(players[consoleplayer].mo, thing, 0) )
{

View file

@ -726,10 +726,10 @@ void HWDrawInfo::SetDitherTransFlags(AActor* actor)
{
startsec = Level->PointInRenderSubsector(campos)->sector;
Trace(campos, startsec, vvec, distance,
MF_SOLID, ML_BLOCKEVERYTHING, actor, results, 0, TraceCallbackForDitherTransparency, &count);
0, 0, actor, results, 0, TraceCallbackForDitherTransparency, &count);
campos.Z += actor->Height * 0.5;
Trace(campos, startsec, vvec, distance,
MF_SOLID, ML_BLOCKEVERYTHING, actor, results, 0, TraceCallbackForDitherTransparency, &count);
0, 0, actor, results, 0, TraceCallbackForDitherTransparency, &count);
campos.Z -= actor->Height * 0.5;
campos.X += horix; campos.Y -= horiy;
}