diff --git a/src/gl/data/gl_data.cpp b/src/gl/data/gl_data.cpp index d386428a2a..bb73ad3aeb 100644 --- a/src/gl/data/gl_data.cpp +++ b/src/gl/data/gl_data.cpp @@ -413,7 +413,7 @@ void InitGLRMapinfoData() if (opt != NULL) { - gl_SetFogParams(opt->fogdensity, level.info->outsidefog, opt->outsidefogdensity, opt->skyfog); + gl_SetFogParams(clamp(opt->fogdensity, 0, 255), level.info->outsidefog, clamp(opt->outsidefogdensity, 0, 255), opt->skyfog); glset.map_lightmode = opt->lightmode; glset.map_lightadditivesurfaces = opt->lightadditivesurfaces; glset.map_attenuate = opt->attenuate; diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 4f5e1a4c3f..e4c9f45afe 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -737,7 +737,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos); if (clipres == GLPortal::PClip_InFront) return; } - Angles = thing->InterpolatedAngles(r_TicFracF); + // disabled because almost none of the actual game code is even remotely prepared for this. Sorry for the few cases where it may be desired, but the overall effect is too bad. + Angles = thing->Angles;// InterpolatedAngles(r_TicFracF); player_t *player = &players[consoleplayer]; FloatRect r; diff --git a/src/p_setup.cpp b/src/p_setup.cpp index e2dee7cf12..df41345f42 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -2093,9 +2093,7 @@ void P_LoadLineDefs (MapData * map) maplinedef_t *mld; int numlines = lumplen / sizeof(maplinedef_t); - level.lines.Alloc(numlines); linemap.Resize(numlines); - memset (&level.lines[0], 0, numlines*sizeof(line_t)); mldf = new char[lumplen]; map->Read(ML_LINEDEFS, mldf); @@ -2140,6 +2138,8 @@ void P_LoadLineDefs (MapData * map) i++; } } + level.lines.Alloc(numlines); + memset(&level.lines[0], 0, numlines * sizeof(line_t)); P_AllocateSideDefs (map, sidecount); @@ -2192,9 +2192,7 @@ void P_LoadLineDefs2 (MapData * map) maplinedef2_t *mld; int numlines = lumplen / sizeof(maplinedef2_t); - level.lines.Alloc(numlines); linemap.Resize(numlines); - memset (&level.lines[0], 0, numlines*sizeof(line_t)); mldf = new char[lumplen]; map->Read(ML_LINEDEFS, mldf); @@ -2233,6 +2231,8 @@ void P_LoadLineDefs2 (MapData * map) { ForceNodeBuild = true; } + level.lines.Alloc(numlines); + memset(&level.lines[0], 0, numlines * sizeof(line_t)); P_AllocateSideDefs (map, sidecount);