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Use Tags_Compare wrapper on software renderer to compare sector tags.
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2 changed files with 7 additions and 5 deletions
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@ -21,6 +21,7 @@
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#include "p_local.h" // camera
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#include "p_slopes.h"
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#include "z_zone.h" // Check R_Prep3DFloors
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#include "taglist.h"
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seg_t *curline;
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side_t *sidedef;
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@ -376,7 +377,7 @@ boolean R_IsEmptyLine(seg_t *line, sector_t *front, sector_t *back)
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// Consider colormaps
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&& back->extra_colormap == front->extra_colormap
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&& ((!front->ffloors && !back->ffloors)
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|| front->tag == back->tag));
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|| Tags_Compare(&front->tags, &back->tags)));
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}
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//
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@ -488,7 +489,7 @@ static void R_AddLine(seg_t *line)
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#endif
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!line->sidedef->midtexture
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&& ((!frontsector->ffloors && !backsector->ffloors)
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|| (frontsector->tag == backsector->tag)))
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|| Tags_Compare(&frontsector->tags, &backsector->tags)))
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return; // line is empty, don't even bother
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goto clippass; // treat like wide open window instead
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@ -25,6 +25,7 @@
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#include "p_local.h" // Camera...
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#include "p_slopes.h"
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#include "console.h" // con_clipviewtop
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#include "taglist.h"
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// OPTIMIZE: closed two sided lines as single sided
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@ -2014,7 +2015,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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|| backsector->floorlightsec != frontsector->floorlightsec
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//SoM: 4/3/2000: Check for colormaps
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|| frontsector->extra_colormap != backsector->extra_colormap
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|| (frontsector->ffloors != backsector->ffloors && frontsector->tag != backsector->tag))
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|| (frontsector->ffloors != backsector->ffloors && !Tags_Compare(&frontsector->tags, &backsector->tags))
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{
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markfloor = true;
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}
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@ -2045,7 +2046,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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|| backsector->ceilinglightsec != frontsector->ceilinglightsec
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//SoM: 4/3/2000: Check for colormaps
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|| frontsector->extra_colormap != backsector->extra_colormap
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|| (frontsector->ffloors != backsector->ffloors && frontsector->tag != backsector->tag))
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|| (frontsector->ffloors != backsector->ffloors && !Tags_Compare(&frontsector->tags, &backsector->tags))
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{
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markceiling = true;
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}
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@ -2135,7 +2136,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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rw_bottomtexturemid += sidedef->rowoffset;
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// allocate space for masked texture tables
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if (frontsector && backsector && frontsector->tag != backsector->tag && (backsector->ffloors || frontsector->ffloors))
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if (frontsector && backsector && !Tags_Compare(&frontsector->tags, &backsector->tags) && (backsector->ffloors || frontsector->ffloors))
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{
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ffloor_t *rover;
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ffloor_t *r2;
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