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Remove pointless drawtextured variable and redundant fake planes checks (R_FakeFlat would already have made gr_frontsector/backsector something else if they were)
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e87324b814
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df534887e9
1 changed files with 19 additions and 79 deletions
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@ -328,9 +328,6 @@ static angle_t gr_xtoviewangle[MAXVIDWIDTH+1];
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// test change fov when looking up/down but bsp projection messup :(
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//#define NOCRAPPYMLOOK
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/// \note crappy
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#define drawtextured true
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// base values set at SetViewSize
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static float gr_basecentery;
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@ -1492,44 +1489,21 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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v2x = FLOAT_TO_FIXED(ve.x);
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v2y = FLOAT_TO_FIXED(ve.y);
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#endif
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if (gr_frontsector->heightsec != -1)
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{
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#ifdef ESLOPE
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worldtop = worldtopslope = sectors[gr_frontsector->heightsec].ceilingheight;
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worldbottom = worldbottomslope = sectors[gr_frontsector->heightsec].floorheight;
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#else
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worldtop = sectors[gr_frontsector->heightsec].ceilingheight;
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worldbottom = sectors[gr_frontsector->heightsec].floorheight;
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#endif
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}
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else
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{
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#ifdef ESLOPE
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if (gr_frontsector->c_slope)
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{
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worldtop = P_GetZAt(gr_frontsector->c_slope, v1x, v1y);
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worldtopslope = P_GetZAt(gr_frontsector->c_slope, v2x, v2y);
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}
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else
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{
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worldtop = worldtopslope = gr_frontsector->ceilingheight;
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}
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if (gr_frontsector->f_slope)
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{
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worldbottom = P_GetZAt(gr_frontsector->f_slope, v1x, v1y);
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worldbottomslope = P_GetZAt(gr_frontsector->f_slope, v2x, v2y);
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}
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else
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{
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worldbottom = worldbottomslope = gr_frontsector->floorheight;
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}
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#define SLOPEPARAMS(slope, end1, end2, normalheight) \
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if (slope) { \
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end1 = P_GetZAt(slope, v1x, v1y); \
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end2 = P_GetZAt(slope, v2x, v2y); \
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} else \
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end1 = end2 = normalheight;
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SLOPEPARAMS(gr_frontsector->c_slope, worldtop, worldtopslope, gr_frontsector->ceilingheight)
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SLOPEPARAMS(gr_frontsector->f_slope, worldbottom, worldbottomslope, gr_frontsector->floorheight)
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#else
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worldtop = gr_frontsector->ceilingheight;
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worldbottom = gr_frontsector->floorheight;
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worldtop = gr_frontsector->ceilingheight;
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worldbottom = gr_frontsector->floorheight;
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#endif
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}
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// remember vertices ordering
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// 3--2
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@ -1544,7 +1518,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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wallVerts[2].z = wallVerts[1].z = ve.y;
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wallVerts[0].w = wallVerts[1].w = wallVerts[2].w = wallVerts[3].w = 1.0f;
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if (drawtextured)
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{
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// x offset the texture
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fixed_t texturehpeg = gr_sidedef->textureoffset + gr_curline->offset;
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@ -1577,43 +1550,15 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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{
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INT32 gr_toptexture, gr_bottomtexture;
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// two sided line
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if (gr_backsector->heightsec != -1)
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{
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#ifdef ESLOPE
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worldhigh = worldhighslope = sectors[gr_backsector->heightsec].ceilingheight;
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worldlow = worldlowslope = sectors[gr_backsector->heightsec].floorheight;
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#else
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worldhigh = sectors[gr_backsector->heightsec].ceilingheight;
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worldlow = sectors[gr_backsector->heightsec].floorheight;
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#endif
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}
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else
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{
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#ifdef ESLOPE
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if (gr_backsector->c_slope)
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{
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worldhigh = P_GetZAt(gr_backsector->c_slope, v1x, v1y);
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worldhighslope = P_GetZAt(gr_backsector->c_slope, v2x, v2y);
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}
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else
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{
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worldhigh = worldhighslope = gr_backsector->ceilingheight;
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}
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if (gr_backsector->f_slope)
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{
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worldlow = P_GetZAt(gr_backsector->f_slope, v1x, v1y);
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worldlowslope = P_GetZAt(gr_backsector->f_slope, v2x, v2y);
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}
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else
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{
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worldlow = worldlowslope = gr_backsector->floorheight;
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}
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#ifdef ESLOPE
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SLOPEPARAMS(gr_backsector->c_slope, worldhigh, worldhighslope, gr_backsector->ceilingheight)
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SLOPEPARAMS(gr_backsector->f_slope, worldlow, worldlowslope, gr_backsector->floorheight)
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#undef SLOPEPARAMS
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#else
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worldhigh = gr_backsector->ceilingheight;
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worldlow = gr_backsector->floorheight;
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worldhigh = gr_backsector->ceilingheight;
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worldlow = gr_backsector->floorheight;
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#endif
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}
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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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@ -1637,7 +1582,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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worldhigh < worldtop
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) && gr_toptexture)
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{
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if (drawtextured)
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{
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fixed_t texturevpegtop; // top
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@ -1718,7 +1662,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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#endif
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worldlow > worldbottom) && gr_bottomtexture) //only if VISIBLE!!!
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{
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if (drawtextured)
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{
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fixed_t texturevpegbottom = 0; // bottom
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@ -1910,7 +1853,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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h = min(highcut, polytop);
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l = max(polybottom, lowcut);
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if (drawtextured)
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{
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// PEGGING
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#ifdef ESLOPE
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@ -1966,7 +1908,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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h = min(highcut, polytop);
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l = max(polybottom, lowcut);
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if (drawtextured)
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{
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// PEGGING
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if (!!(gr_linedef->flags & ML_DONTPEGBOTTOM) ^ !!(gr_linedef->flags & ML_EFFECT3))
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@ -2158,7 +2099,6 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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gr_midtexture = R_GetTextureNum(gr_sidedef->midtexture);
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if (gr_midtexture)
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{
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if (drawtextured)
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{
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fixed_t texturevpeg;
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// PEGGING
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@ -2299,7 +2239,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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wallVerts[0].s = wallVerts[3].s = 0;
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wallVerts[2].s = wallVerts[1].s = 0;
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}
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else if (drawtextured)
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else
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{
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#ifdef ESLOPE // P.S. this is better-organized than the old version
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fixed_t offs = sides[(newline ? newline : rover->master)->sidenum[0]].rowoffset;
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@ -2432,7 +2372,7 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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wallVerts[0].s = wallVerts[3].s = 0;
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wallVerts[2].s = wallVerts[1].s = 0;
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}
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else if (drawtextured)
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else
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{
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grTex = HWR_GetTexture(texnum);
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