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- fixed triangulation via node builder for sectors with invalid walls.
The array indices were not properly adjusted for the missing elements an
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1 changed files with 6 additions and 4 deletions
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@ -363,15 +363,17 @@ bool SectorGeometry::MakeVertices2(unsigned int secnum, int plane, const FVector
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lines[j].wallnum = sline->wall;
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lines[j].sidedef[0] = &sides[j];
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lines[j].sidedef[1] = nullptr;
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lines[j].v1 = &vertexes[i];
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lines[j].v2 = &vertexes[sline->point2index];
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lines[j].v1 = &vertexes[j];
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lines[j].v2 = &vertexes[sline->point2index + j - i];
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sides[j].sidenum = j;
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sides[j].sector = sectorp;
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j++;
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}
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lines.Resize(j);
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sides.Resize(j);
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vertexes.Clamp(j);
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lines.Clamp(j);
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sides.Clamp(j);
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// Weed out any overlaps. These often happen with door setups and can lead to bad subsectors
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for (unsigned i = 0; i < lines.Size(); i++)
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{
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