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Stop OpenGL having infinite precipitation draw distance
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1 changed files with 1 additions and 8 deletions
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@ -5470,7 +5470,7 @@ static void HWR_AddSprites(sector_t *sec)
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#ifdef HWPRECIP
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#ifdef HWPRECIP
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// Someone seriously wants infinite draw distance for precipitation?
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// No to infinite precipitation draw distance.
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
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if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
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{
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{
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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@ -5486,13 +5486,6 @@ static void HWR_AddSprites(sector_t *sec)
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HWR_ProjectPrecipitationSprite(precipthing);
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HWR_ProjectPrecipitationSprite(precipthing);
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}
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}
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}
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}
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else
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{
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// Draw everything in sector, no checks
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for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
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if (!(precipthing->precipflags & PCF_INVISIBLE))
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HWR_ProjectPrecipitationSprite(precipthing);
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}
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#endif
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#endif
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}
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}
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