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- adjust to using msecnode_t's.
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parent
9cb2a8f931
commit
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1 changed files with 14 additions and 15 deletions
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@ -363,10 +363,9 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
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SetupSprite.Clock();
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SetupSprite.Clock();
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sector_t * sec=sub->sector;
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sector_t * sec=sub->sector;
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// Handle all things in sector.
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// Handle all things in sector.
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if (sec->touching_render_things)
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for (auto p = sec->touching_renderthings; p != nullptr; p = p->m_snext)
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{
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for (auto thing : *sec->touching_render_things)
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{
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{
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auto thing = p->m_thing;
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if (thing->validcount == validcount) continue;
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if (thing->validcount == validcount) continue;
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thing->validcount = validcount;
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thing->validcount = validcount;
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@ -383,7 +382,7 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
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GLRenderer->ProcessSprite(thing, sector, false);
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GLRenderer->ProcessSprite(thing, sector, false);
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}
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}
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}
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for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext)
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for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext)
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{
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{
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AActor *thing = node->m_thing;
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AActor *thing = node->m_thing;
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