diff --git a/src/p_mobj.c b/src/p_mobj.c index f3d326862..fcf0a8e9e 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -10536,7 +10536,8 @@ void P_PrecipitationEffects(void) volume = 255; // Sky above? We get it full blast. else { - fixed_t x, y, yl, yh, xl, xh; + /* GCC is optimizing away y >= yl, FUCK YOU */ + volatile fixed_t x, y, yl, yh, xl, xh; fixed_t closedist, newdist; // Essentially check in a 1024 unit radius of the player for an outdoor area. @@ -10545,8 +10546,8 @@ void P_PrecipitationEffects(void) xl = players[g_localplayers[0]].mo->x - 1024*FRACUNIT; xh = players[g_localplayers[0]].mo->x + 1024*FRACUNIT; closedist = 2048*FRACUNIT; - for (y = yl; y <= yh; y += FRACUNIT*64) - for (x = xl; x <= xh; x += FRACUNIT*64) + for (y = yl; y >= yl && y <= yh; y += FRACUNIT*64) + for (x = xl; x >= xl && x <= xh; x += FRACUNIT*64) { if (R_PointInSubsector(x, y)->sector->ceilingpic == skyflatnum) // Found the outdoors! { @@ -13316,4 +13317,4 @@ fixed_t P_GetMobjZMovement(mobj_t *mo) speed = FixedHypot(mo->momx, mo->momy); return P_ReturnThrustY(mo, slope->zangle, P_ReturnThrustX(mo, angDiff, speed)); -} \ No newline at end of file +}