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Fix gl framedrops for 'double thok barriers'
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1 changed files with 1 additions and 20 deletions
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@ -2378,7 +2378,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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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, returns true if we should stop rendering.
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//
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#ifdef NEWCLIP
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boolean checkforemptylines = true;
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@ -2425,25 +2425,12 @@ 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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return true;
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}
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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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return true;
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}
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@ -2461,12 +2448,6 @@ static boolean CheckClip(seg_t * seg, sector_t * afrontsector, sector_t * abacks
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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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return true;
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}
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