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Remove something that looks like 3D floor development garbage
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1 changed files with 19 additions and 23 deletions
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@ -171,31 +171,27 @@ fixed_t MaskedScaleY;
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static void BlastMaskedColumn (void (*blastfunc)(const BYTE *pixels, const FTexture::Span *spans), FTexture *tex)
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static void BlastMaskedColumn (void (*blastfunc)(const BYTE *pixels, const FTexture::Span *spans), FTexture *tex)
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{
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{
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if (maskedtexturecol[dc_x] != FIXED_MAX)
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// calculate lighting
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if (fixedcolormap == NULL && fixedlightlev < 0)
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{
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{
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// calculate lighting
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dc_colormap = basecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
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if (fixedcolormap == NULL && fixedlightlev < 0)
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{
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dc_colormap = basecolormap->Maps + (GETPALOOKUP (rw_light, wallshade) << COLORMAPSHIFT);
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}
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dc_iscale = MulScale18 (MaskedSWall[dc_x], MaskedScaleY);
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sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale);
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// killough 1/25/98: here's where Medusa came in, because
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// it implicitly assumed that the column was all one patch.
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// Originally, Doom did not construct complete columns for
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// multipatched textures, so there were no header or trailer
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// bytes in the column referred to below, which explains
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// the Medusa effect. The fix is to construct true columns
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// when forming multipatched textures (see r_data.c).
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// draw the texture
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const FTexture::Span *spans;
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const BYTE *pixels = tex->GetColumn (maskedtexturecol[dc_x] >> FRACBITS, &spans);
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blastfunc (pixels, spans);
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// maskedtexturecol[dc_x] = FIXED_MAX; // kg3D - seems to be useless
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}
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}
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dc_iscale = MulScale18 (MaskedSWall[dc_x], MaskedScaleY);
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sprtopscreen = centeryfrac - FixedMul (dc_texturemid, spryscale);
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// killough 1/25/98: here's where Medusa came in, because
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// it implicitly assumed that the column was all one patch.
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// Originally, Doom did not construct complete columns for
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// multipatched textures, so there were no header or trailer
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// bytes in the column referred to below, which explains
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// the Medusa effect. The fix is to construct true columns
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// when forming multipatched textures (see r_data.c).
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// draw the texture
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const FTexture::Span *spans;
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const BYTE *pixels = tex->GetColumn (maskedtexturecol[dc_x] >> FRACBITS, &spans);
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blastfunc (pixels, spans);
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rw_light += rw_lightstep;
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rw_light += rw_lightstep;
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spryscale += rw_scalestep;
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spryscale += rw_scalestep;
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}
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}
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