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)
This commit is contained in:
GenericHeroGuy 2025-12-29 15:36:00 +01:00
parent 7c9f2f4e78
commit bcd446709c

View file

@ -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;