From 449362dcb31523387c78dc21d44f152caaf0cfbb Mon Sep 17 00:00:00 2001
From: Christoph Oelckers <coelckers@users.noreply.github.com>
Date: Fri, 10 Dec 2021 21:59:31 +0100
Subject: [PATCH] - better debug output.

---
 source/core/rendering/hw_sections2.cpp | 11 ++++++++---
 source/core/sectorgeometry.cpp         |  1 -
 2 files changed, 8 insertions(+), 4 deletions(-)

diff --git a/source/core/rendering/hw_sections2.cpp b/source/core/rendering/hw_sections2.cpp
index e9631a83b..f2748f940 100644
--- a/source/core/rendering/hw_sections2.cpp
+++ b/source/core/rendering/hw_sections2.cpp
@@ -410,7 +410,7 @@ static void GroupData(TArray<loopcollect>& collect, TArray<sectionbuildsector>&
 						}
 						else
 						{
-							Printf("Nested loops found in sector %d\n", i);
+							Printf("Nested loops found in sector %d, comparing loops starting at %d and %d\n", i, sectloops[a][0], sectloops[b][0]);
 							bugged.Insert(i, true);
 							if (inside[a] != -2)
 							{
@@ -586,8 +586,13 @@ void hw_CreateSections2()
 					for (auto& wall : loop.walls)
 					{
 						Printf(PRINT_LOG, "\t\t\tWall %d, (%d, %d) -> (%d, %d)", ::wall.IndexOf(wall->wall), wall->v1->x / 16, wall->v1->y / -16, wall->v2->x / 16, wall->v2->y / -16);
-						if (wall->wall->nextwall == -1) Printf(PRINT_LOG, "\n");
-						else Printf(PRINT_LOG, "next wall = %d, next sector = %d\n", wall->wall->nextwall, wall->wall->nextsector);
+						if (wall->wall->nextwall == -1) Printf(PRINT_LOG, "one-sided\n");
+						else
+						{
+							Printf(PRINT_LOG, " next wall = %d, next sector = %d", wall->wall->nextwall, wall->wall->nextsector);
+							if (wall->wall->nextWall()->nextWall() != wall->wall) Printf(PRINT_LOG, " unreachable");
+							Printf(PRINT_LOG, "\n");
+						}
 					}
 				}
 			}
diff --git a/source/core/sectorgeometry.cpp b/source/core/sectorgeometry.cpp
index 4c6135679..e91afe685 100644
--- a/source/core/sectorgeometry.cpp
+++ b/source/core/sectorgeometry.cpp
@@ -105,7 +105,6 @@ class UVCalculator
 
 public:
 
-	// Moved in from pragmas.h
 	UVCalculator(sectortype* sec, int plane, FGameTexture* tx, const FVector2& off)
 	{
 		float xpan, ypan;