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Fixed slope walls displaying sprites through them if they weren't completely above you
Sadly this does not fix ALL sprite issues, but just some of them at the least
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parent
436bcdf19a
commit
c67683eb0a
1 changed files with 8 additions and 2 deletions
10
src/r_segs.c
10
src/r_segs.c
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@ -1859,7 +1859,10 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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{
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{
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ds_p->silhouette = SIL_BOTTOM;
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ds_p->silhouette = SIL_BOTTOM;
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#ifdef ESLOPE
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#ifdef ESLOPE
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ds_p->bsilheight = (frontsector->f_slope ? INT32_MAX : frontsector->floorheight);
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if ((backsector->f_slope ? P_GetZAt(backsector->f_slope, viewx, viewy) : backsector->floorheight) > viewz)
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ds_p->bsilheight = INT32_MAX;
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else
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ds_p->bsilheight = (frontsector->f_slope ? INT32_MAX : frontsector->floorheight);
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#else
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#else
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ds_p->bsilheight = frontsector->floorheight;
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ds_p->bsilheight = frontsector->floorheight;
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#endif
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#endif
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@ -1883,7 +1886,10 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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{
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{
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ds_p->silhouette |= SIL_TOP;
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ds_p->silhouette |= SIL_TOP;
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#ifdef ESLOPE
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#ifdef ESLOPE
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ds_p->tsilheight = (frontsector->c_slope ? INT32_MIN : frontsector->ceilingheight);
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if ((backsector->c_slope ? P_GetZAt(backsector->c_slope, viewx, viewy) : backsector->ceilingheight) < viewz)
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ds_p->tsilheight = INT32_MIN;
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else
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ds_p->tsilheight = (frontsector->c_slope ? INT32_MIN : frontsector->ceilingheight);
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#else
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#else
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ds_p->tsilheight = frontsector->ceilingheight;
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ds_p->tsilheight = frontsector->ceilingheight;
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#endif
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#endif
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