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Get plane scrolling effects working the same on and off slopes in both renderers again.
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3 changed files with 5 additions and 3 deletions
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@ -687,7 +687,7 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, boolean is
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{
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// Hurdler: add scrolling texture on floor/ceiling
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v3d->sow = (float)((pv->x / fflatsize) - flatxref + scrollx);
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v3d->tow = (float)(-(pv->y / fflatsize) + flatyref - scrolly);
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v3d->tow = (float)(-(pv->y / fflatsize) + flatyref + scrolly);
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//v3d->sow = (float)(pv->x / fflatsize);
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//v3d->tow = (float)(pv->y / fflatsize);
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@ -5759,12 +5759,12 @@ void P_SpawnSpecials(INT32 fromnetsave)
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if (lines[i].flags & ML_NOKNUX) // Set offset through x and y texture offsets if NOKNUX flag is set
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{
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xoffs = sides[lines[i].sidenum[0]].textureoffset;
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yoffs = sides[lines[i].sidenum[0]].rowoffset;
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yoffs = -sides[lines[i].sidenum[0]].rowoffset;
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}
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else // Otherwise, set calculated offsets such that line's v1 is the apparent origin
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{
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xoffs = -lines[i].v1->x;
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yoffs = -lines[i].v1->y;
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yoffs = lines[i].v1->y;
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}
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for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
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@ -959,6 +959,8 @@ void R_DrawSinglePlane(visplane_t *pl)
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// Okay, look, don't ask me why this works, but without this setup there's a disgusting-looking misalignment with the textures. -Red
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const float fudge = ((1<<nflatshiftup)+1.0f)/(1<<nflatshiftup);
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yoffs *= 1;
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xoffs &= ((1 << (32-nflatshiftup))-1);
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yoffs &= ((1 << (32-nflatshiftup))-1);
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