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Fix automap not updating
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bradharding committed Sep 2, 2021
1 parent 3bf6102 commit 37d7082
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1 change: 1 addition & 0 deletions releasenotes.md
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Expand Up @@ -5,6 +5,7 @@
* Optimizations have been made to further improve the overall performance and stability of *DOOM Retro*.
* The menu’s background animation is now smoother.
* Further improvements have been made to the support for [*REKKR*](http://manbitesshark.com/).
* A bug has been fixed whereby the automap wouldn’t be updated as the player moves around while it is open.

![](https://github.com/bradharding/www.doomretro.com/raw/master/wiki/bigdivider.png)

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5 changes: 2 additions & 3 deletions src/r_bsp.c
Original file line number Diff line number Diff line change
Expand Up @@ -544,7 +544,7 @@ static void R_Subsector(int num)
// Either you must pass the fake sector and handle validcount here, on the
// real sector, or you must account for the lighting in some other way,
// like passing it as an argument.
if (sector->validcount != validcount && !menuactive)
if (sector->validcount != validcount && !menuactive && !automapactive)
{
sector->validcount = validcount;
R_AddSprites(sector, (sector->heightsec ? (ceilinglightlevel + floorlightlevel) / 2 : floorlightlevel));
Expand Down Expand Up @@ -584,8 +584,7 @@ void R_RenderBSPNode(int bspnum)
bspnum = bsp->children[side];
}

if (!automapactive)
R_Subsector(bspnum == -1 ? 0 : (bspnum & ~NF_SUBSECTOR));
R_Subsector(bspnum == -1 ? 0 : (bspnum & ~NF_SUBSECTOR));

if (!sp)
return;
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