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Okay, now vertex slopes aren't placement-order-dependent any more. Hopefully this is the best way to handle things.
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@ -546,9 +546,17 @@ static pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flag
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continue;
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continue;
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if (!ret->vertices[0] && mt->angle == tag1)
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if (!ret->vertices[0] && mt->angle == tag1)
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{
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ret->vertices[0] = mt;
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ret->vertices[0] = mt;
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mt = mapthings;
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i = 0;
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}
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else if (!ret->vertices[1] && mt->angle == tag2)
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else if (!ret->vertices[1] && mt->angle == tag2)
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{
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ret->vertices[1] = mt;
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ret->vertices[1] = mt;
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mt = mapthings;
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i = 0;
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}
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else if (!ret->vertices[2] && mt->angle == tag3)
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else if (!ret->vertices[2] && mt->angle == tag3)
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ret->vertices[2] = mt;
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ret->vertices[2] = mt;
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}
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}
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