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- fixed: part of the special handling of projectiles being spawned near the camera also affected other actors, this caused the fly cheat to break.
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1 changed files with 7 additions and 4 deletions
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@ -526,12 +526,15 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
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}
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// don't draw first frame of a player missile
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if (thing->flags&MF_MISSILE && !(thing->flags7 & MF7_FLYCHEAT) && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
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if (thing->flags&MF_MISSILE)
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{
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fixed_t clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius*2);
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if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy) < clipdist) return;
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if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
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{
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fixed_t clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius*2);
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if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy) < clipdist) return;
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}
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thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
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}
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thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
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if (GLRenderer->mCurrentPortal)
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{
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