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Fix floor brightness affects sprites not in sector
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e154ff888d
commit
8e72e094ce
3 changed files with 11 additions and 13 deletions
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@ -872,17 +872,25 @@ namespace swrenderer
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ThingSprite sprite;
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if (GetThingSprite(thing, sprite))
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{
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FDynamicColormap *thingColormap = basecolormap;
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if (sec->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
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{
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int lightlevel = thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight();
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spriteshade = LIGHT2SHADE(lightlevel + R_ActualExtraLight(foggy));
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thingColormap = thing->Sector->ColorMap;
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}
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if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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{
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RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade, foggy, basecolormap);
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RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade, foggy, thingColormap);
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}
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else if (sprite.voxel)
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{
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RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy, basecolormap);
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RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy, thingColormap);
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}
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else
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{
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RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy, basecolormap);
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RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy, thingColormap);
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}
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}
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}
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@ -216,11 +216,6 @@ namespace swrenderer
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if (vis->RenderStyle.Flags & STYLEF_InvertSource)
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invertcolormap = !invertcolormap;
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if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
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{
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basecolormap = thing->Sector->ColorMap;
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}
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && basecolormap->Fade != 0)
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{
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basecolormap = GetSpecialLights(basecolormap->Color, 0, basecolormap->Desaturate);
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@ -166,11 +166,6 @@ namespace swrenderer
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invertcolormap = !invertcolormap;
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}
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if (current_sector->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
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{
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basecolormap = thing->Sector->ColorMap;
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}
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// Sprites that are added to the scene must fade to black.
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if (vis->RenderStyle == LegacyRenderStyles[STYLE_Add] && basecolormap->Fade != 0)
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{
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