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- don't store sprite indices in walltype::portalnum
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2 changed files with 7 additions and 3 deletions
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@ -39,6 +39,7 @@
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#include "flatvertices.h"
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#include "glbackend/glbackend.h"
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DCoreActor* wall_to_sprite_actors[8]; // gets updated each frame. Todo: Encapsulate this better without having to permanently store actors in the wall object.
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//==========================================================================
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//
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@ -589,8 +590,8 @@ void HWWall::PutPortal(HWDrawInfo *di, int ptype, int plane)
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case PORTALTYPE_LINETOSPRITE:
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// These are also unique.
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assert(seg->portalnum >= 0 && seg->portalnum < MAXSPRITES);
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portal = new HWLineToSpritePortal(&portalState, seg, &::sprite[seg->portalnum]);
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assert(seg->portalnum >= 0 && seg->portalnum < 8);
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portal = new HWLineToSpritePortal(&portalState, seg, &wall_to_sprite_actors[seg->portalnum]->s());
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di->Portals.Push(portal);
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portal->AddLine(this);
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break;
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@ -59,6 +59,8 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "razefont.h"
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EXTERN_CVAR(Bool, testnewrenderer)
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extern DCoreActor* wall_to_sprite_actors[8];
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BEGIN_SW_NS
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int display_mirror;
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@ -1366,7 +1368,8 @@ void UpdateWallPortalState()
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if (!TEST_BOOL1(sp))
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{
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wal->portalflags = PORTAL_WALL_TO_SPRITE;
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wal->portalnum = mirror[i].cameraActor->GetSpriteIndex();
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wal->portalnum = i;
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wall_to_sprite_actors[i] = mirror[i].cameraActor;
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}
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}
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}
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