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Fix FOF lighting being stupid with repeating midtextures.
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2 changed files with 10 additions and 0 deletions
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@ -203,6 +203,7 @@ typedef struct r_lightlist_s
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fixed_t heightstep;
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fixed_t botheight;
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fixed_t botheightstep;
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fixed_t startheight; // for repeating midtextures
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INT16 lightlevel;
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extracolormap_t *extra_colormap;
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lighttable_t *rcolormap;
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@ -394,6 +394,7 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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rlight->height = (centeryfrac) - FixedMul((light->height - viewz), spryscale);
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rlight->heightstep = -FixedMul(rw_scalestep, (light->height - viewz));
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#endif
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rlight->startheight = rlight->height; // keep starting value here to reset for each repeat
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rlight->lightlevel = *light->lightlevel;
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rlight->extra_colormap = light->extra_colormap;
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rlight->flags = light->flags;
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@ -487,6 +488,14 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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{
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rw_scalestep = ds->scalestep;
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spryscale = ds->scale1 + (x1 - ds->x1)*rw_scalestep;
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if (dc_numlights)
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{ // reset all lights to their starting heights
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for (i = 0; i < dc_numlights; i++)
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{
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rlight = &dc_lightlist[i];
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rlight->height = rlight->startheight;
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}
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}
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}
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#ifndef ESLOPE
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