- adjust to using msecnode_t's.

This commit is contained in:
Christoph Oelckers 2016-12-26 12:11:55 +01:00
parent 9cb2a8f931
commit be508bc670

View file

@ -363,10 +363,9 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
SetupSprite.Clock(); SetupSprite.Clock();
sector_t * sec=sub->sector; sector_t * sec=sub->sector;
// Handle all things in sector. // Handle all things in sector.
if (sec->touching_render_things) for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
{
for (auto thing : *sec->touching_render_things)
{ {
auto thing = p->m_thing;
if (thing->validcount == validcount) continue; if (thing->validcount == validcount) continue;
thing->validcount = validcount; thing->validcount = validcount;
@ -383,7 +382,7 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
GLRenderer->ProcessSprite(thing, sector, false); GLRenderer->ProcessSprite(thing, sector, false);
} }
}
for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext) for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext)
{ {
AActor *thing = node->m_thing; AActor *thing = node->m_thing;