diff --git a/src/gl/dynlights/a_dynlight.cpp b/src/gl/dynlights/a_dynlight.cpp index 36ef1b948..20d0d6078 100644 --- a/src/gl/dynlights/a_dynlight.cpp +++ b/src/gl/dynlights/a_dynlight.cpp @@ -163,7 +163,7 @@ void ADynamicLight::Serialize(FSerializer &arc) ("lighttype", lighttype, def->lighttype) ("tickcount", m_tickCount, def->m_tickCount) ("currentradius", m_currentRadius, def->m_currentRadius) - .Array("radius", m_Radius, def->m_Radius, 2); + .Array("lightradius", m_Radius, def->m_Radius, 2); if (lighttype == PulseLight) arc("lastupdate", m_lastUpdate, def->m_lastUpdate) diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 706fb33e4..19753f742 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -636,7 +636,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) sector_t * rendersector; // Don't waste time projecting sprites that are definitely not visible. - if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngle()) + if (thing == nullptr || thing->sprite == 0 || !thing->IsVisibleToPlayer() || !thing->IsInsideVisibleAngles()) { return; }