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Make solid midtexture trick work properly(?) for polyobjects
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1 changed files with 19 additions and 6 deletions
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@ -531,12 +531,25 @@ void P_LineOpening(line_t *linedef)
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texheight = textures[texturetranslation[side->midtexture]]->height << FRACBITS;
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// Set texbottom and textop to the Z coordinates of the texture's boundaries
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if (linedef->flags & ML_DONTPEGBOTTOM) {
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texbottom = openbottom + side->rowoffset;
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textop = texbottom + texheight*(side->repeatcnt+1);
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} else {
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textop = opentop - side->rowoffset;
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texbottom = textop - texheight*(side->repeatcnt+1);
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#ifdef POLYOBJECTS
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if (linedef->polyobj && (linedef->polyobj->flags & POF_TESTHEIGHT)) {
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if (linedef->flags & ML_DONTPEGBOTTOM) {
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texbottom = back->floorheight + side->rowoffset;
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textop = texbottom + texheight*(side->repeatcnt+1);
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} else {
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textop = back->ceilingheight - side->rowoffset;
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texbottom = textop - texheight*(side->repeatcnt+1);
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}
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} else
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#endif
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{
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if (linedef->flags & ML_DONTPEGBOTTOM) {
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texbottom = openbottom + side->rowoffset;
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textop = texbottom + texheight*(side->repeatcnt+1);
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} else {
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textop = opentop - side->rowoffset;
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texbottom = textop - texheight*(side->repeatcnt+1);
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}
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}
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texmid = texbottom+(textop-texbottom)/2;
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