mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-29 07:22:05 +00:00
- fixed: part of the special handling of projectiles being spawned near the camera also affected other actors, this caused the fly cheat to break.
This commit is contained in:
parent
6df435c8c5
commit
0931134a9c
1 changed files with 7 additions and 4 deletions
|
@ -526,12 +526,15 @@ void GLSprite::Process(AActor* thing,sector_t * sector)
|
|||
}
|
||||
|
||||
// don't draw first frame of a player missile
|
||||
if (thing->flags&MF_MISSILE && !(thing->flags7 & MF7_FLYCHEAT) && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
|
||||
if (thing->flags&MF_MISSILE)
|
||||
{
|
||||
if (!(thing->flags7 & MF7_FLYCHEAT) && thing->target==GLRenderer->mViewActor && GLRenderer->mViewActor != NULL)
|
||||
{
|
||||
fixed_t clipdist = clamp(thing->Speed, thing->target->radius, thing->target->radius*2);
|
||||
if (P_AproxDistance(thingpos.x-viewx, thingpos.y-viewy) < clipdist) return;
|
||||
}
|
||||
thing->flags7 |= MF7_FLYCHEAT; // do this only once for the very first frame, but not if it gets into range again.
|
||||
}
|
||||
|
||||
if (GLRenderer->mCurrentPortal)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue