mirror of https://github.com/ZDoom/qzdoom.git
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commit
e715e53c1d
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@ -413,7 +413,7 @@ void InitGLRMapinfoData()
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if (opt != NULL)
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if (opt != NULL)
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{
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{
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gl_SetFogParams(opt->fogdensity, level.info->outsidefog, opt->outsidefogdensity, opt->skyfog);
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gl_SetFogParams(clamp(opt->fogdensity, 0, 255), level.info->outsidefog, clamp(opt->outsidefogdensity, 0, 255), opt->skyfog);
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glset.map_lightmode = opt->lightmode;
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glset.map_lightmode = opt->lightmode;
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glset.map_lightadditivesurfaces = opt->lightadditivesurfaces;
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glset.map_lightadditivesurfaces = opt->lightadditivesurfaces;
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glset.map_attenuate = opt->attenuate;
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glset.map_attenuate = opt->attenuate;
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@ -737,7 +737,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
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int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos);
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if (clipres == GLPortal::PClip_InFront) return;
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if (clipres == GLPortal::PClip_InFront) return;
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}
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}
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Angles = thing->InterpolatedAngles(r_TicFracF);
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// disabled because almost none of the actual game code is even remotely prepared for this. Sorry for the few cases where it may be desired, but the overall effect is too bad.
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Angles = thing->Angles;// InterpolatedAngles(r_TicFracF);
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player_t *player = &players[consoleplayer];
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player_t *player = &players[consoleplayer];
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FloatRect r;
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FloatRect r;
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@ -2093,9 +2093,7 @@ void P_LoadLineDefs (MapData * map)
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maplinedef_t *mld;
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maplinedef_t *mld;
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int numlines = lumplen / sizeof(maplinedef_t);
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int numlines = lumplen / sizeof(maplinedef_t);
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level.lines.Alloc(numlines);
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linemap.Resize(numlines);
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linemap.Resize(numlines);
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memset (&level.lines[0], 0, numlines*sizeof(line_t));
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mldf = new char[lumplen];
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mldf = new char[lumplen];
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map->Read(ML_LINEDEFS, mldf);
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map->Read(ML_LINEDEFS, mldf);
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@ -2140,6 +2138,8 @@ void P_LoadLineDefs (MapData * map)
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i++;
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i++;
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}
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}
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}
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}
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level.lines.Alloc(numlines);
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memset(&level.lines[0], 0, numlines * sizeof(line_t));
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P_AllocateSideDefs (map, sidecount);
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P_AllocateSideDefs (map, sidecount);
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@ -2192,9 +2192,7 @@ void P_LoadLineDefs2 (MapData * map)
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maplinedef2_t *mld;
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maplinedef2_t *mld;
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int numlines = lumplen / sizeof(maplinedef2_t);
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int numlines = lumplen / sizeof(maplinedef2_t);
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level.lines.Alloc(numlines);
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linemap.Resize(numlines);
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linemap.Resize(numlines);
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memset (&level.lines[0], 0, numlines*sizeof(line_t));
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mldf = new char[lumplen];
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mldf = new char[lumplen];
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map->Read(ML_LINEDEFS, mldf);
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map->Read(ML_LINEDEFS, mldf);
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@ -2233,6 +2231,8 @@ void P_LoadLineDefs2 (MapData * map)
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{
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{
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ForceNodeBuild = true;
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ForceNodeBuild = true;
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}
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}
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level.lines.Alloc(numlines);
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memset(&level.lines[0], 0, numlines * sizeof(line_t));
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P_AllocateSideDefs (map, sidecount);
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P_AllocateSideDefs (map, sidecount);
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