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Initial efforts towards reverting 2.1.15's changes to lower unpegged, in both renderers
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331ea9814f
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2 changed files with 5 additions and 5 deletions
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@ -1719,12 +1719,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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if (!(gr_linedef->flags & ML_DONTPEGBOTTOM))
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if (!(gr_linedef->flags & ML_DONTPEGBOTTOM))
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texturevpegbottom = 0;
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texturevpegbottom = 0;
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else if (gr_linedef->flags & ML_EFFECT1)
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else if (gr_linedef->flags & ML_EFFECT1)
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texturevpegbottom = worldbottom - worldlow;
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texturevpegbottom = worldtop - worldlow;
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else
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else
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texturevpegbottom = gr_frontsector->floorheight - gr_backsector->floorheight;
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texturevpegbottom = gr_frontsector->ceilingheight - gr_backsector->floorheight;
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#else
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#else
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if (gr_linedef->flags & ML_DONTPEGBOTTOM)
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if (gr_linedef->flags & ML_DONTPEGBOTTOM)
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texturevpegbottom = worldbottom - worldlow;
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texturevpegbottom = worldtop - worldlow;
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else
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else
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texturevpegbottom = 0;
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texturevpegbottom = 0;
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#endif
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#endif
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@ -2214,7 +2214,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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#ifdef ESLOPE
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#ifdef ESLOPE
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if (!(linedef->flags & ML_EFFECT1)) { // Ignore slopes for lower/upper textures unless flag is checked
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if (!(linedef->flags & ML_EFFECT1)) { // Ignore slopes for lower/upper textures unless flag is checked
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if (linedef->flags & ML_DONTPEGBOTTOM)
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if (linedef->flags & ML_DONTPEGBOTTOM)
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rw_bottomtexturemid = frontsector->floorheight - viewz;
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rw_bottomtexturemid = frontsector->ceilingheight - viewz; // use front ceilingheight, not floorheight
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else
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else
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rw_bottomtexturemid = backsector->floorheight - viewz;
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rw_bottomtexturemid = backsector->floorheight - viewz;
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} else
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} else
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@ -2223,7 +2223,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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{
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{
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// bottom of texture at bottom
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// bottom of texture at bottom
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// top of texture at top
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// top of texture at top
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rw_bottomtexturemid = worldbottom;
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rw_bottomtexturemid = worldtop; // use front ceilingheight, not floorheight
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#ifdef ESLOPE
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#ifdef ESLOPE
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rw_bottomtextureslide = floorfrontslide;
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rw_bottomtextureslide = floorfrontslide;
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#endif
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#endif
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