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Changed zero RenderRadius logic - thing should still link to own sector
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commit
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1 changed files with 43 additions and 40 deletions
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@ -6651,38 +6651,38 @@ void P_CreateSecNodeList(AActor *thing)
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void P_LinkRenderSectors(AActor* thing)
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{
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// if this thing has RenderStyle None, don't link it anywhere.
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if (thing->renderradius == 0)
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return;
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FBoundingBox box(thing->X(), thing->Y(), thing->renderradius > 0 ? thing->renderradius : thing->renderradius);
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FBlockLinesIterator it(box);
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line_t *ld;
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// add to surrounding sectors
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while ((ld = it.Next()))
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if (thing->renderradius != 0)
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{
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if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
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continue;
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FBoundingBox box(thing->X(), thing->Y(), thing->renderradius > 0 ? thing->renderradius : thing->renderradius);
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FBlockLinesIterator it(box);
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line_t *ld;
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//
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// create necessary lists.
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if (!thing->touching_render_sectors) thing->touching_render_sectors = new std::forward_list<sector_t*>();
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//
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if (ld->frontsector != thing->Sector)
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// add to surrounding sectors
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while ((ld = it.Next()))
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{
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if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->frontsector) == thing->touching_render_sectors->end())
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thing->touching_render_sectors->push_front(ld->frontsector);
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if (!ld->frontsector->touching_render_things) ld->frontsector->touching_render_things = new std::forward_list<AActor*>();
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ld->frontsector->touching_render_things->push_front(thing);
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}
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if (!box.inRange(ld) || box.BoxOnLineSide(ld) != -1)
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continue;
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if (ld->backsector && ld->backsector != thing->Sector)
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{
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if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->backsector) == thing->touching_render_sectors->end())
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thing->touching_render_sectors->push_front(ld->backsector);
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if (!ld->backsector->touching_render_things) ld->backsector->touching_render_things = new std::forward_list<AActor*>();
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ld->backsector->touching_render_things->push_front(thing);
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//
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// create necessary lists.
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if (!thing->touching_render_sectors) thing->touching_render_sectors = new std::forward_list<sector_t*>();
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//
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if (ld->frontsector != thing->Sector)
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{
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if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->frontsector) == thing->touching_render_sectors->end())
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thing->touching_render_sectors->push_front(ld->frontsector);
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if (!ld->frontsector->touching_render_things) ld->frontsector->touching_render_things = new std::forward_list<AActor*>();
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ld->frontsector->touching_render_things->push_front(thing);
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}
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if (ld->backsector && ld->backsector != thing->Sector)
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{
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if (std::find(thing->touching_render_sectors->begin(), thing->touching_render_sectors->end(), ld->backsector) == thing->touching_render_sectors->end())
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thing->touching_render_sectors->push_front(ld->backsector);
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if (!ld->backsector->touching_render_things) ld->backsector->touching_render_things = new std::forward_list<AActor*>();
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ld->backsector->touching_render_things->push_front(thing);
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}
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}
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}
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@ -6702,25 +6702,28 @@ void P_LinkRenderSectors(AActor* thing)
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void P_UnlinkRenderSectors(AActor* thing)
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{
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if (thing->touching_render_sectors)
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if (thing->renderradius != 0)
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{
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for (std::forward_list<sector_t*>::iterator it = thing->touching_render_sectors->begin();
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it != thing->touching_render_sectors->end(); it++)
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if (thing->touching_render_sectors)
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{
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sector_t* sec = (*it);
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if (sec->touching_render_things)
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for (std::forward_list<sector_t*>::iterator it = thing->touching_render_sectors->begin();
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it != thing->touching_render_sectors->end(); it++)
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{
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sec->touching_render_things->remove(thing);
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if (sec->touching_render_things->empty())
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sector_t* sec = (*it);
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if (sec->touching_render_things)
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{
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delete sec->touching_render_things;
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sec->touching_render_things = NULL;
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sec->touching_render_things->remove(thing);
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if (sec->touching_render_things->empty())
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{
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delete sec->touching_render_things;
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sec->touching_render_things = NULL;
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}
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}
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}
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}
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delete thing->touching_render_sectors;
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thing->touching_render_sectors = NULL;
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delete thing->touching_render_sectors;
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thing->touching_render_sectors = NULL;
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}
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}
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if (thing->Sector->touching_render_things)
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