Fix framedrops with 'dual-thok-barriers'

This commit is contained in:
Latapostrophe 2019-06-23 14:08:17 +02:00
parent b9b76e739c
commit 1b60524e42

View file

@ -1862,7 +1862,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
// From PrBoom:
//
// e6y: Check whether the player can look beyond this line
// e6y: Check whether the player can look beyond this line, rturns true if we can't
//
boolean checkforemptylines = true;
@ -1909,11 +1909,8 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
if (backc1 <= frontf1 && backc2 <= frontf2)
{
checkforemptylines = false;
if (!seg->sidedef->toptexture)
return false;
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
//if (!seg->sidedef->toptexture)
// return false;
return true;
}
@ -1921,12 +1918,8 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
if (backf1 >= frontc1 && backf2 >= frontc2)
{
checkforemptylines = false;
if (!seg->sidedef->bottomtexture)
return false;
// properly render skies (consider door "open" if both floors are sky):
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
//if (!seg->sidedef->bottomtexture)
// return false;
return true;
}
@ -1935,7 +1928,7 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
{
checkforemptylines = false;
// preserve a kind of transparent door/lift special effect:
if (backc1 < frontc1 || backc2 < frontc2)
/*if (backc1 < frontc1 || backc2 < frontc2)
{
if (!seg->sidedef->toptexture)
return false;
@ -1944,13 +1937,7 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
{
if (!seg->sidedef->bottomtexture)
return false;
}
if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
return false;
if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
return false;
}*/
return true;
}