Light level linkdraw fixes

This commit is contained in:
AJ Martinez 2023-06-11 18:33:47 -07:00
parent 671919b6ec
commit 0e9e68a9cc

View file

@ -2240,9 +2240,9 @@ static void R_ProjectSprite(mobj_t *thing)
return;
}
if (thing->renderflags & RF_ABSOLUTELIGHTLEVEL)
if (oldthing->renderflags & RF_ABSOLUTELIGHTLEVEL)
{
const UINT8 n = R_ThingLightLevel(thing);
const UINT8 n = R_ThingLightLevel(oldthing);
// n = uint8 aka 0 - 255, so the shift will always be 0 - LIGHTLEVELS - 1
lights_array = scalelight[n >> LIGHTSEGSHIFT];
@ -2272,7 +2272,7 @@ static void R_ProjectSprite(mobj_t *thing)
lightnum = thing->subsector->sector->lightlevel;
}
lightnum = (lightnum + R_ThingLightLevel(thing)) >> LIGHTSEGSHIFT;
lightnum = (lightnum + R_ThingLightLevel(oldthing)) >> LIGHTSEGSHIFT;
if (lightnum < 0)
lights_array = scalelight[0];
@ -2843,8 +2843,6 @@ static void R_SortVisSprites(vissprite_t* vsprsortedhead, UINT32 start, UINT32 e
if (dsfirst != &unsorted)
{
if (!(ds->cut & SC_FULLBRIGHT))
ds->colormap = dsfirst->colormap;
ds->extra_colormap = dsfirst->extra_colormap;
// reusing dsnext...