diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index a7e37d231..5de6f8e11 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1104,7 +1104,6 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom SLOPEPARAMS(gl_backsector->c_slope, worldhigh, worldhighslope, gl_backsector->ceilingheight) SLOPEPARAMS(gl_backsector->f_slope, worldlow, worldlowslope, gl_backsector->floorheight) -#undef SLOPEPARAMS // hack to allow height changes in outdoor areas // This is what gets rid of the upper textures if there should be sky @@ -1589,14 +1588,18 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom { ffloor_t * rover; fixed_t highcut = 0, lowcut = 0; + fixed_t lowcutslope, highcutslope; + + // Used for height comparisons and etc across FOFs and slopes + fixed_t high1, highslope1, low1, lowslope1; INT32 texnum; line_t * newline = NULL; // Multi-Property FOF - ///TODO add slope support (fixing cutoffs, proper wall clipping) - maybe just disable highcut/lowcut if either sector or FOF has a slope - /// to allow fun plane intersecting in OGL? But then people would abuse that and make software look bad. :C - highcut = gl_frontsector->ceilingheight < gl_backsector->ceilingheight ? gl_frontsector->ceilingheight : gl_backsector->ceilingheight; - lowcut = gl_frontsector->floorheight > gl_backsector->floorheight ? gl_frontsector->floorheight : gl_backsector->floorheight; + lowcut = max(worldbottom, worldlow); + highcut = min(worldtop, worldhigh); + lowcutslope = max(worldbottomslope, worldlowslope); + highcutslope = min(worldtopslope, worldhighslope); if (gl_backsector->ffloors) { @@ -1618,7 +1621,11 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom continue; if (!(rover->flags & FF_ALLSIDES) && rover->flags & FF_INVERTSIDES) continue; - if (*rover->topheight < lowcut || *rover->bottomheight > highcut) + + SLOPEPARAMS(*rover->t_slope, high1, highslope1, *rover->topheight) + SLOPEPARAMS(*rover->b_slope, low1, lowslope1, *rover->bottomheight) + + if ((high1 < lowcut && highslope1 < lowcutslope) || (low1 > highcut && lowslope1 > highcutslope)) continue; texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture); @@ -1764,7 +1771,11 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom continue; if (!(rover->flags & FF_ALLSIDES || rover->flags & FF_INVERTSIDES)) continue; - if (*rover->topheight < lowcut || *rover->bottomheight > highcut) + + SLOPEPARAMS(*rover->t_slope, high1, highslope1, *rover->topheight) + SLOPEPARAMS(*rover->b_slope, low1, lowslope1, *rover->bottomheight) + + if ((high1 < lowcut && highslope1 < lowcutslope) || (low1 > highcut && lowslope1 > highcutslope)) continue; texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture); @@ -1856,6 +1867,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom } } } +#undef SLOPEPARAMS //Hurdler: end of 3d-floors test }