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- 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.
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561edd31ec
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8907a8bfe8
2 changed files with 2 additions and 2 deletions
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@ -163,7 +163,7 @@ void ADynamicLight::Serialize(FSerializer &arc)
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("lighttype", lighttype, def->lighttype)
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("tickcount", m_tickCount, def->m_tickCount)
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("currentradius", m_currentRadius, def->m_currentRadius)
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.Array("radius", m_Radius, def->m_Radius, 2);
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.Array("lightradius", m_Radius, def->m_Radius, 2);
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if (lighttype == PulseLight)
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arc("lastupdate", m_lastUpdate, def->m_lastUpdate)
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@ -636,7 +636,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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sector_t * rendersector;
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngle())
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if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles())
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{
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return;
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}
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