mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 05:51:20 +00:00
- fixed: MF8_RECREATELIGHTS must be processed in pause mode as well.
When issuing a netevent from the console the game is in pause mode, and if this removes a light it would have crashed the game.
This commit is contained in:
parent
ce8b235d0b
commit
19c7e24d69
1 changed files with 17 additions and 0 deletions
|
@ -93,7 +93,24 @@ void P_Ticker (void)
|
||||||
|
|
||||||
// run the tic
|
// run the tic
|
||||||
if (paused || P_CheckTickerPaused())
|
if (paused || P_CheckTickerPaused())
|
||||||
|
{
|
||||||
|
// This must run even when the game is paused to catch changes from netevents before the frame is rendered.
|
||||||
|
for (auto Level : AllLevels())
|
||||||
|
{
|
||||||
|
auto it = Level->GetThinkerIterator<AActor>();
|
||||||
|
AActor* ac;
|
||||||
|
|
||||||
|
while ((ac = it.Next()))
|
||||||
|
{
|
||||||
|
if (ac->flags8 & MF8_RECREATELIGHTS)
|
||||||
|
{
|
||||||
|
ac->flags8 &= ~MF8_RECREATELIGHTS;
|
||||||
|
ac->SetDynamicLights();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
DPSprite::NewTick();
|
DPSprite::NewTick();
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue