diff --git a/src/r_things.c b/src/r_things.c index c83fdf03e..3a38eb482 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -950,12 +950,22 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing) for (i = 1; i < sector->numlights; i++) { - if (sector->lightlist[i].height >= sprite->gzt || !(sector->lightlist[i].caster->flags & FF_CUTSPRITES)) + fixed_t testheight = sector->lightlist[i].height; + + if (!(sector->lightlist[i].caster->flags & FF_CUTSPRITES)) continue; - if (sector->lightlist[i].height <= sprite->gz) + +#ifdef ESLOPE + if (sector->lightlist[i].slope) + testheight = P_GetZAt(sector->lightlist[i].slope, sprite->gx, sprite->gy); +#endif + + if (testheight >= sprite->gzt) + continue; + if (testheight <= sprite->gz) return; - cutfrac = (INT16)((centeryfrac - FixedMul(sector->lightlist[i].height - viewz, sprite->scale))>>FRACBITS); + cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->scale))>>FRACBITS); if (cutfrac < 0) continue; if (cutfrac > vid.height) @@ -966,15 +976,15 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing) newsprite = M_Memcpy(R_NewVisSprite(), sprite, sizeof (vissprite_t)); sprite->cut |= SC_BOTTOM; - sprite->gz = sector->lightlist[i].height; + sprite->gz = testheight; newsprite->gzt = sprite->gz; sprite->sz = cutfrac; newsprite->szt = (INT16)(sprite->sz - 1); - if (sector->lightlist[i].height < sprite->pzt && sector->lightlist[i].height > sprite->pz) - sprite->pz = newsprite->pzt = sector->lightlist[i].height; + if (testheight < sprite->pzt && testheight > sprite->pz) + sprite->pz = newsprite->pzt = testheight; else { newsprite->pz = newsprite->gz; @@ -1191,7 +1201,20 @@ static void R_ProjectSprite(mobj_t *thing) if (thing->subsector->sector->numlights) { INT32 lightnum; +#ifdef ESLOPE // R_GetPlaneLight won't work on sloped lights! + light = thing->subsector->sector->numlights - 1; + + for (lightnum = 1; lightnum < thing->subsector->sector->numlights; lightnum++) { + fixed_t h = thing->subsector->sector->lightlist[lightnum].slope ? P_GetZAt(thing->subsector->sector->lightlist[lightnum].slope, thing->x, thing->y) + : thing->subsector->sector->lightlist[lightnum].height; + if (h <= gzt) { + light = lightnum - 1; + break; + } + } +#else light = R_GetPlaneLight(thing->subsector->sector, gzt, false); +#endif lightnum = (*thing->subsector->sector->lightlist[light].lightlevel >> LIGHTSEGSHIFT); if (lightnum < 0)