- fixed: HUD weapons were affected by dynamic lights even when the CVARs said that they shouldn't.

This commit is contained in:
Christoph Oelckers 2014-10-06 09:05:42 +02:00
parent 9fe2857dc1
commit 3e2a17538b

View file

@ -388,7 +388,10 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
} }
else else
{ {
gl_SetDynSpriteLight(playermo, NULL); if (gl_lights && GLRenderer->mLightCount && !gl_fixedcolormap)
{
gl_SetDynSpriteLight(playermo, NULL);
}
gl_SetColor(statebright[i] ? 255 : lightlevel, 0, cmc, trans, true); gl_SetColor(statebright[i] ? 255 : lightlevel, 0, cmc, trans, true);
} }
DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha)); DrawPSprite(player, psp, psp->sx + ofsx, psp->sy + ofsy, hudModelStep, OverrideShader, !!(vis.RenderStyle.Flags & STYLEF_RedIsAlpha));