- fixed incorrect function name in sprites drawer.

- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
This commit is contained in:
Christoph Oelckers 2016-09-24 12:09:53 +02:00
parent 561edd31ec
commit 8907a8bfe8
2 changed files with 2 additions and 2 deletions

View file

@ -163,7 +163,7 @@ void ADynamicLight::Serialize(FSerializer &arc)
("lighttype", lighttype, def->lighttype) ("lighttype", lighttype, def->lighttype)
("tickcount", m_tickCount, def->m_tickCount) ("tickcount", m_tickCount, def->m_tickCount)
("currentradius", m_currentRadius, def->m_currentRadius) ("currentradius", m_currentRadius, def->m_currentRadius)
.Array("radius", m_Radius, def->m_Radius, 2); .Array("lightradius", m_Radius, def->m_Radius, 2);
if (lighttype == PulseLight) if (lighttype == PulseLight)
arc("lastupdate", m_lastUpdate, def->m_lastUpdate) arc("lastupdate", m_lastUpdate, def->m_lastUpdate)

View file

@ -636,7 +636,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
sector_t * rendersector; sector_t * rendersector;
// Don't waste time projecting sprites that are definitely not visible. // Don't waste time projecting sprites that are definitely not visible.
if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngle()) if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles())
{ {
return; return;
} }