- removed portal offsetting from the sprite distance check.

This isn't necessary. When rendering no actors from other groups may ever come into view directly - only when the respective part of the level is rendered through a portal. But at that point the camera is in a position where it's already correctly placed with relation to that actor.
This commit is contained in:
Christoph Oelckers 2016-04-13 19:32:54 +02:00
parent d88a5ac353
commit 0f7fce8bbb

View file

@ -1248,7 +1248,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
FIntCVar *cvar = thing->GetClass()->distancecheck;
if (cvar != NULL && *cvar >= 0)
{
double dist = (thing->PosRelative(viewsector) - ViewPos).LengthSquared();
double dist = (thing->Pos() - ViewPos).LengthSquared();
double check = (double)**cvar;
if (dist >= check * check)
{