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Moved validcount++ to where it used to be.
It seems to screw up the portal rendering in odd ways if it's in the wrong position. I apologize for not even knowing what it's meant to do nor how it works.
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1 changed files with 2 additions and 2 deletions
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@ -1087,14 +1087,14 @@ void R_RenderPlayerView(player_t *player)
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// that were previously stored.
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// that were previously stored.
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Portal_ClipApply(portal);
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Portal_ClipApply(portal);
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validcount++;
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// Render the BSP from the new viewpoint, and clip
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// Render the BSP from the new viewpoint, and clip
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// any sprites with the new clipsegs and window.
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// any sprites with the new clipsegs and window.
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R_RenderBSPNode((INT32)numnodes - 1);
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R_RenderBSPNode((INT32)numnodes - 1);
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R_ClipSprites();
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R_ClipSprites();
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Portal_Remove(portal);
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Portal_Remove(portal);
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validcount++;
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}
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}
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portalcullsector = NULL; // Just in case...
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portalcullsector = NULL; // Just in case...
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