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Fix vibing slope planes
I messed up the multiplication order for texture scaling: it multiplied a floating point number with a fixed point number, instead of multiplying two floats and then converting the result into a fixed point number.
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1 changed files with 2 additions and 2 deletions
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@ -705,9 +705,9 @@ void R_CalculateSlopeVectors(pslope_t *slope, fixed_t planeviewx, fixed_t planev
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n.z = -xscale * cos(ang);
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ang = ANG2RAD(planeangle);
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temp = P_GetSlopeZAt(slope, planeviewx + yscale * FLOAT_TO_FIXED(sin(ang)), planeviewy + yscale * FLOAT_TO_FIXED(cos(ang)));
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temp = P_GetSlopeZAt(slope, planeviewx + FLOAT_TO_FIXED(yscale * sin(ang)), planeviewy + FLOAT_TO_FIXED(yscale * cos(ang)));
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m.y = FIXED_TO_FLOAT(temp) - zeroheight;
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temp = P_GetSlopeZAt(slope, planeviewx + xscale * FLOAT_TO_FIXED(cos(ang)), planeviewy - xscale * FLOAT_TO_FIXED(sin(ang)));
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temp = P_GetSlopeZAt(slope, planeviewx + FLOAT_TO_FIXED(xscale * cos(ang)), planeviewy - FLOAT_TO_FIXED(xscale * sin(ang)));
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n.y = FIXED_TO_FLOAT(temp) - zeroheight;
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if (ds_powersoftwo)
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