From bcd446709c6a6a23ae339796644319afce363c39 Mon Sep 17 00:00:00 2001 From: GenericHeroGuy Date: Mon, 29 Dec 2025 15:36:00 +0100 Subject: [PATCH] Fix exploding ring shadows in PWR Retro Maze (note that the software renderer skips shadows with negative scale too, just another example of anomalies caused by duplicating the entire backend) --- src/hardware/hw_main.c | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 159850888..11af25109 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -3157,6 +3157,10 @@ static void HWR_DrawDropShadow(mobj_t *thing, fixed_t scale) R_InterpolateMobjState(thing, R_GetTimeFrac(RTF_LEVEL), &interp); + // yes, this can happen. but it only creates exploding shadows in SOME maps. like MAPH9 + if (interp.radius <= 0) + return; + // sprite offset interp.x += thing->sprxoff; interp.y += thing->spryoff;