From 0f7fce8bbb166539079837126ddddeab7ff967ae Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 13 Apr 2016 19:32:54 +0200 Subject: [PATCH] - 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. --- src/r_things.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/r_things.cpp b/src/r_things.cpp index cc490e6b0..95b40916e 100644 --- a/src/r_things.cpp +++ b/src/r_things.cpp @@ -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) {