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Hack to fix midtextures for polyobjects being mucked up
"frontsector" in this part of the code isn't actually the polyobject's sector for back-side polyobject segs, it's the in-level sector the polyobject as a whole is being rendered in it turns out.
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@ -2483,6 +2483,15 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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#ifdef ESLOPE
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maskedtextureheight = ds_p->maskedtextureheight; // note to red, this == &(ds_p->maskedtextureheight[0])
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#ifdef POLYOBJECTS
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if (curline->polyseg) { // use REAL front and back floors please, so midtexture rendering isn't mucked up
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rw_midtextureslide = rw_midtexturebackslide = 0;
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if (!!(linedef->flags & ML_DONTPEGBOTTOM) ^ !!(linedef->flags & ML_EFFECT3))
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rw_midtexturemid = rw_midtextureback = max(curline->frontsector->floorheight, curline->backsector->floorheight) - viewz;
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else
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rw_midtexturemid = rw_midtextureback = min(curline->frontsector->ceilingheight, curline->backsector->ceilingheight) - viewz;
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} else
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#endif
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// Set midtexture starting height
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if (linedef->flags & ML_EFFECT2) { // Ignore slopes when texturing
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rw_midtextureslide = rw_midtexturebackslide = 0;
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