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Use decimal instead of octal vertex IDs
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1 changed files with 18 additions and 18 deletions
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@ -4053,32 +4053,32 @@ static void HWR_DrawBoundingBox(gl_vissprite_t *vis)
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// repeat this 4 times (overhead)
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//
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//
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// 17 20 21 11
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// 16 15 14 10
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// 27 22 *--* 07 12
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// 15 16 17 09
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// 14 13 12 08
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// 23 18 *--* 07 10
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// | |
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// 26 23 *--* 06 13
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// 24 00 01 02
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// 25 05 04 03
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// 22 19 *--* 06 11
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// 20 00 01 02
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// 21 05 04 03
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//
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v[000].x = v[005].x = v[015].x = v[016].x = v[017].x = v[020].x =
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v[022].x = v[023].x = v[024].x = v[025].x = v[026].x = v[027].x = vis->x1; // west
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v[ 0].x = v[ 5].x = v[13].x = v[14].x = v[15].x = v[16].x =
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v[18].x = v[19].x = v[20].x = v[21].x = v[22].x = v[23].x = vis->x1; // west
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v[001].x = v[002].x = v[003].x = v[004].x = v[006].x = v[007].x =
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v[010].x = v[011].x = v[012].x = v[013].x = v[014].x = v[021].x = vis->x2; // east
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v[ 1].x = v[ 2].x = v[ 3].x = v[ 4].x = v[ 6].x = v[ 7].x =
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v[ 8].x = v[ 9].x = v[10].x = v[11].x = v[12].x = v[17].x = vis->x2; // east
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v[000].z = v[001].z = v[002].z = v[003].z = v[004].z = v[005].z =
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v[006].z = v[013].z = v[023].z = v[024].z = v[025].z = v[026].z = vis->z1; // south
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v[ 0].z = v[ 1].z = v[ 2].z = v[ 3].z = v[ 4].z = v[ 5].z =
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v[ 6].z = v[11].z = v[19].z = v[20].z = v[21].z = v[22].z = vis->z1; // south
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v[007].z = v[010].z = v[011].z = v[012].z = v[014].z = v[015].z =
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v[016].z = v[017].z = v[020].z = v[021].z = v[022].z = v[027].z = vis->z2; // north
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v[ 7].z = v[ 8].z = v[ 9].z = v[10].z = v[12].z = v[13].z =
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v[14].z = v[15].z = v[16].z = v[17].z = v[18].z = v[23].z = vis->z2; // north
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v[000].y = v[001].y = v[002].y = v[006].y = v[007].y = v[010].y =
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v[014].y = v[015].y = v[016].y = v[022].y = v[023].y = v[024].y = vis->gz; // bottom
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v[ 0].y = v[ 1].y = v[ 2].y = v[ 6].y = v[ 7].y = v[ 8].y =
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v[12].y = v[13].y = v[14].y = v[18].y = v[19].y = v[20].y = vis->gz; // bottom
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v[003].y = v[004].y = v[005].y = v[011].y = v[012].y = v[013].y =
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v[017].y = v[020].y = v[021].y = v[025].y = v[026].y = v[027].y = vis->gzt; // top
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v[ 3].y = v[ 4].y = v[ 5].y = v[ 9].y = v[10].y = v[11].y =
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v[15].y = v[16].y = v[17].y = v[21].y = v[22].y = v[23].y = vis->gzt; // top
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Surf.PolyColor = V_GetColor(R_GetBoundingBoxColor(vis->mobj));
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