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Disable coronas for now
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parent
ea8e3da672
commit
80a31b074d
2 changed files with 11 additions and 6 deletions
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@ -47,6 +47,7 @@
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#include "v_draw.h"
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#include "a_corona.h"
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#include "texturemanager.h"
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#include "actorinlines.h"
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EXTERN_CVAR(Float, r_visibility)
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CVAR(Bool, gl_bandedswlight, false, CVAR_ARCHIVE)
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@ -669,7 +670,8 @@ void HWDrawInfo::DrawCoronas(FRenderState& state)
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for (ACorona* corona : Coronas)
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{
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DVector3 direction = Viewpoint.Pos - corona->Pos();
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auto cPos = corona->Vec3Offset(0., 0., corona->Height * 0.5);
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DVector3 direction = Viewpoint.Pos - cPos;
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double dist = direction.Length();
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// skip coronas that are too far
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@ -680,7 +682,7 @@ void HWDrawInfo::DrawCoronas(FRenderState& state)
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direction.MakeUnit();
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FTraceResults results;
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if (!Trace(corona->Pos(), corona->Sector, direction, dist, MF_SOLID, ML_BLOCKEVERYTHING, corona, results, 0, CheckForViewpointActor, &Viewpoint))
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if (!Trace(cPos, corona->Sector, direction, dist, MF_SOLID, ML_BLOCKEVERYTHING, corona, results, 0, CheckForViewpointActor, &Viewpoint))
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{
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corona->CoronaFade = std::min(corona->CoronaFade + timeElapsed * fadeSpeed, 1.0f);
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}
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@ -711,10 +713,10 @@ void HWDrawInfo::EndDrawScene(sector_t * viewsector, FRenderState &state)
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{
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state.EnableFog(false);
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if (gl_coronas && Coronas.Size() > 0)
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/*if (gl_coronas && Coronas.Size() > 0)
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{
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DrawCoronas(state);
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}
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}*/
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// [BB] HUD models need to be rendered here.
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const bool renderHUDModel = IsHUDModelForPlayerAvailable(players[consoleplayer].camera->player);
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@ -1,7 +1,10 @@
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class Corona : Actor native
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/*class Corona : Actor native
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{
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Default
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{
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RenderStyle "Add";
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RenderRadius 1024.0;
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+NOINTERACTION
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+FORCEXYBILLBOARD
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}
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}
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}*/
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