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Fix framedrops with 'dual-thok-barriers'
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1 changed files with 7 additions and 20 deletions
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@ -1862,7 +1862,7 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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// From PrBoom:
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//
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// e6y: Check whether the player can look beyond this line
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// e6y: Check whether the player can look beyond this line, rturns true if we can't
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//
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boolean checkforemptylines = true;
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@ -1909,11 +1909,8 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
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if (backc1 <= frontf1 && backc2 <= frontf2)
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{
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checkforemptylines = false;
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if (!seg->sidedef->toptexture)
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return false;
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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return false;
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//if (!seg->sidedef->toptexture)
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// return false;
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return true;
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}
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@ -1921,12 +1918,8 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
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if (backf1 >= frontc1 && backf2 >= frontc2)
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{
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checkforemptylines = false;
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if (!seg->sidedef->bottomtexture)
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return false;
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// properly render skies (consider door "open" if both floors are sky):
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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return false;
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//if (!seg->sidedef->bottomtexture)
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// return false;
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return true;
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}
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@ -1935,7 +1928,7 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
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{
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checkforemptylines = false;
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// preserve a kind of transparent door/lift special effect:
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if (backc1 < frontc1 || backc2 < frontc2)
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/*if (backc1 < frontc1 || backc2 < frontc2)
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{
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if (!seg->sidedef->toptexture)
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return false;
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@ -1944,13 +1937,7 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
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{
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if (!seg->sidedef->bottomtexture)
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return false;
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}
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if (abacksector->ceilingpic == skyflatnum && afrontsector->ceilingpic == skyflatnum)
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return false;
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if (abacksector->floorpic == skyflatnum && afrontsector->floorpic == skyflatnum)
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return false;
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}*/
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return true;
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}
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