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GL renderer now uses RenderRadius links too
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parent
19856d6ccb
commit
6f16597668
1 changed files with 17 additions and 11 deletions
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@ -363,20 +363,26 @@ static inline void RenderThings(subsector_t * sub, sector_t * sector)
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SetupSprite.Clock();
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SetupSprite.Clock();
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sector_t * sec=sub->sector;
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sector_t * sec=sub->sector;
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// Handle all things in sector.
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// Handle all things in sector.
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for (AActor * thing = sec->thinglist; thing; thing = thing->snext)
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if (sec->touching_render_things)
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{
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{
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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for (auto thing : *sec->touching_render_things)
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if (cvar != NULL && *cvar >= 0)
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{
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{
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double dist = (thing->Pos() - ViewPos).LengthSquared();
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if (thing->validcount == validcount) continue;
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double check = (double)**cvar;
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thing->validcount = validcount;
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if (dist >= check * check)
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{
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continue;
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}
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}
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GLRenderer->ProcessSprite(thing, sector, false);
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FIntCVar *cvar = thing->GetClass()->distancecheck;
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if (cvar != NULL && *cvar >= 0)
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{
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double dist = (thing->Pos() - ViewPos).LengthSquared();
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double check = (double)**cvar;
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if (dist >= check * check)
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{
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continue;
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}
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}
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GLRenderer->ProcessSprite(thing, sector, false);
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}
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}
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}
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for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext)
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for (msecnode_t *node = sec->render_thinglist; node; node = node->m_snext)
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{
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{
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