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author | aap <aap@papnet.eu> | 2020-05-24 15:14:27 +0200 |
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committer | aap <aap@papnet.eu> | 2020-05-25 18:33:34 +0200 |
commit | 7bf833785411955c2bcf35ed55e9d206facbc575 (patch) | |
tree | a69383e116ca35a5c6ac14e40a462d29b8b46c87 /src/entities/Entity.cpp | |
parent | how did saving even work in original III? (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/entities/Entity.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/entities/Entity.cpp b/src/entities/Entity.cpp index a0c5c484..68486a3c 100644 --- a/src/entities/Entity.cpp +++ b/src/entities/Entity.cpp @@ -910,7 +910,7 @@ CEntity::ProcessLightsForEntity(void) camDir *= 2.0f/dist; glareDir += camDir; glareDir.Normalise(); - float camAngle = -DotProduct(glareDir, CTimeCycle::GetSunPosition()); + float camAngle = -DotProduct(glareDir, CTimeCycle::GetSunDirection()); if(camAngle > 0.0f){ float intens = Sqrt(camAngle) * CWeather::SunGlare; pos += camDir; |