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#23 fix water plane visibility check

This commit is contained in:
XProger 2018-04-17 04:20:26 +03:00
parent 76b8eecf9f
commit 8c6a198564

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@ -1799,6 +1799,9 @@ struct Level : IGame {
for (int i = 0; i < room.portalsCount; i++) { for (int i = 0; i < room.portalsCount; i++) {
TR::Room::Portal &p = room.portals[i]; TR::Room::Portal &p = room.portals[i];
if (Core::pass == Core::passCompose && water && waterCache && (level.rooms[to].flags.water ^ level.rooms[p.roomIndex].flags.water))
waterCache->setVisible(to, p.roomIndex);
if (from != room.portals[i].roomIndex && checkPortal(room, p, viewPort, clipPort)) if (from != room.portals[i].roomIndex && checkPortal(room, p, viewPort, clipPort))
getVisibleRooms(roomsList, roomsCount, to, p.roomIndex, clipPort, water, count + 1); getVisibleRooms(roomsList, roomsCount, to, p.roomIndex, clipPort, water, count + 1);
} }