Polymer: fix horizontal spotlight SEs constantly getting invalidated

Polymer has a hack that snaps horiz values of spotlights between 90 and 110
to 90 and 110 to avoid triggering aliasing artifacts with perfectly horizontal
spotlights. Propagate that change all the way to the spotlight SE sprite so
that the code won't think that the horiz is always different from the light
and mark it invalid each frame.

git-svn-id: https://svn.eduke32.com/eduke32@2057 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2011-10-02 07:09:04 +00:00
parent 93b4d6182e
commit bba68b1913

View file

@ -7853,6 +7853,10 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
actor[i].lightId = polymer_addlight(&mylight);
if (actor[i].lightId >= 0)
actor[i].lightptr = &prlights[actor[i].lightId];
// Hack in case polymer_addlight tweaked the horiz value
if (prlights[i].horiz != SH)
SH = prlights[i].horiz;
break;
}