Fix not copying the shade variable first

This commit is contained in:
Magnus Norddahl 2017-01-17 02:27:59 +01:00
parent 8e72e094ce
commit cc0c0f0236

View file

@ -873,24 +873,25 @@ namespace swrenderer
if (GetThingSprite(thing, sprite)) if (GetThingSprite(thing, sprite))
{ {
FDynamicColormap *thingColormap = basecolormap; FDynamicColormap *thingColormap = basecolormap;
int thingShade = spriteshade;
if (sec->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies. if (sec->sectornum != thing->Sector->sectornum) // compare sectornums to account for R_FakeFlat copies.
{ {
int lightlevel = thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight(); int lightlevel = thing->Sector->GetTexture(sector_t::ceiling) == skyflatnum ? thing->Sector->GetCeilingLight() : thing->Sector->GetFloorLight();
spriteshade = LIGHT2SHADE(lightlevel + R_ActualExtraLight(foggy)); thingShade = LIGHT2SHADE(lightlevel + R_ActualExtraLight(foggy));
thingColormap = thing->Sector->ColorMap; thingColormap = thing->Sector->ColorMap;
} }
if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE) if ((sprite.renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
{ {
RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, spriteshade, foggy, thingColormap); RenderWallSprite::Project(thing, sprite.pos, sprite.picnum, sprite.spriteScale, sprite.renderflags, thingShade, foggy, thingColormap);
} }
else if (sprite.voxel) else if (sprite.voxel)
{ {
RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy, thingColormap); RenderVoxel::Project(thing, sprite.pos, sprite.voxel, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
} }
else else
{ {
RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, spriteshade, foggy, thingColormap); RenderSprite::Project(thing, sprite.pos, sprite.tex, sprite.spriteScale, sprite.renderflags, fakeside, fakefloor, fakeceiling, sec, thingShade, foggy, thingColormap);
} }
} }
} }