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Do not draw segs that belong to polyobjects, if you're drawing subsectors adjacent to them
Polyobject segs should ONLY be drawn if the polyobject itself is in the polylist of a subsector being rendered. That way you won't sometimes see polyobject walls through level boundaries, if you happen to be close enough to their pre-spawn locations outside the level (or in them, if you decided to go on a noclip journey).
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2 changed files with 6 additions and 0 deletions
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@ -3722,6 +3722,9 @@ static void HWR_Subsector(size_t num)
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while (count--)
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while (count--)
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{
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{
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#ifdef POLYOBJECTS
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if (!line->polyseg) // ignore segs that belong to polyobjects
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#endif
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HWR_AddLine(line);
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HWR_AddLine(line);
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line++;
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line++;
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}
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}
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@ -1222,6 +1222,9 @@ static void R_Subsector(size_t num)
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while (count--)
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while (count--)
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{
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{
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// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
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// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
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#ifdef POLYOBJECTS
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if (!line->polyseg) // ignore segs that belong to polyobjects
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#endif
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R_AddLine(line);
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R_AddLine(line);
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line++;
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line++;
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curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */
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curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */
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