From 11c94d33121ae9e8b148b7d19adb57114c95998f Mon Sep 17 00:00:00 2001
From: Sryder <sryder13@gmail.com>
Date: Wed, 19 Jun 2019 20:05:20 +0100
Subject: [PATCH] Stop OpenGL having infinite precipitation draw distance

---
 src/hardware/hw_main.c | 9 +--------
 1 file changed, 1 insertion(+), 8 deletions(-)

diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c
index 63cde0ca0..8863de931 100644
--- a/src/hardware/hw_main.c
+++ b/src/hardware/hw_main.c
@@ -5470,7 +5470,7 @@ static void HWR_AddSprites(sector_t *sec)
 	}
 
 #ifdef HWPRECIP
-	// Someone seriously wants infinite draw distance for precipitation?
+	// No to infinite precipitation draw distance.
 	if ((limit_dist = (fixed_t)cv_drawdist_precip.value << FRACBITS))
 	{
 		for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
@@ -5486,13 +5486,6 @@ static void HWR_AddSprites(sector_t *sec)
 			HWR_ProjectPrecipitationSprite(precipthing);
 		}
 	}
-	else
-	{
-		// Draw everything in sector, no checks
-		for (precipthing = sec->preciplist; precipthing; precipthing = precipthing->snext)
-			if (!(precipthing->precipflags & PCF_INVISIBLE))
-				HWR_ProjectPrecipitationSprite(precipthing);
-	}
 #endif
 }
 
-- 
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