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Remove R_DoorClosed
This function has caused me, so much unexpected pain because of just how out of the way it is, and NOTHING else uses it
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376656343a
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1 changed files with 5 additions and 25 deletions
30
src/r_bsp.c
30
src/r_bsp.c
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@ -222,30 +222,6 @@ void R_PortalClearClipSegs(INT32 start, INT32 end)
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newend = solidsegs + 2;
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}
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// R_DoorClosed
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//
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// This function is used to fix the automap bug which
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// showed lines behind closed doors simply because the door had a dropoff.
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//
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// It assumes that Doom has already ruled out a door being closed because
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// of front-back closure (e.g. front floor is taller than back ceiling).
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static INT32 R_DoorClosed(void)
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{
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return
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// if door is closed because back is shut:
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backsector->ceilingheight <= backsector->floorheight
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// preserve a kind of transparent door/lift special effect:
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&& (backsector->ceilingheight >= frontsector->ceilingheight || curline->sidedef->toptexture)
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&& (backsector->floorheight <= frontsector->floorheight || curline->sidedef->bottomtexture)
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// properly render skies (consider door "open" if both ceilings are sky):
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&& (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum);
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}
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//
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// If player's view height is underneath fake floor, lower the
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// drawn ceiling to be just under the floor height, and replace
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@ -534,7 +510,11 @@ static void R_AddLine(seg_t *line)
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}
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// Check for automap fix. Store in doorclosed for r_segs.c
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doorclosed = R_DoorClosed();
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doorclosed = (backsector->ceilingheight <= backsector->floorheight
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&& (backsector->ceilingheight >= frontsector->ceilingheight || curline->sidedef->toptexture)
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&& (backsector->floorheight <= frontsector->floorheight || curline->sidedef->bottomtexture)
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&& (backsector->ceilingpic != skyflatnum || frontsector->ceilingpic != skyflatnum));
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if (doorclosed)
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goto clipsolid;
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