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More HWR_ProcessSeg sky code from master
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1 changed files with 17 additions and 9 deletions
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@ -1183,8 +1183,10 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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if (gr_backsector)
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{
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INT32 gr_toptexture, gr_bottomtexture;
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INT32 gr_toptexture = 0, gr_bottomtexture = 0;
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// two sided line
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boolean bothceilingssky = false; // turned on if both back and front ceilings are sky
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boolean bothfloorssky = false; // likewise, but for floors
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#ifdef ESLOPE
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SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight)
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@ -1197,17 +1199,23 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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// hack to allow height changes in outdoor areas
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// This is what gets rid of the upper textures if there should be sky
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if (gr_frontsector->ceilingpic == skyflatnum &&
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gr_backsector->ceilingpic == skyflatnum)
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if (gr_frontsector->ceilingpic == skyflatnum
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&& gr_backsector->ceilingpic == skyflatnum)
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{
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worldtop = worldhigh;
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#ifdef ESLOPE
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worldtopslope = worldhighslope;
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#endif
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bothceilingssky = true;
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}
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gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture);
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gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture);
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// likewise, but for floors and upper textures
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if (gr_frontsector->floorpic == skyflatnum
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&& gr_backsector->floorpic == skyflatnum)
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{
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bothfloorssky = true;
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}
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if (!bothceilingssky)
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gr_toptexture = R_GetTextureNum(gr_sidedef->toptexture);
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if (!bothfloorssky)
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gr_bottomtexture = R_GetTextureNum(gr_sidedef->bottomtexture);
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// check TOP TEXTURE
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if ((
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