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Fix dynamic light calculations to be unaffected by wall clipping
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6fe124d937
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1 changed files with 2 additions and 4 deletions
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@ -545,10 +545,8 @@ static void Draw1Column(int x, int y1, int y2, WallSampler &sampler, void(*draw1
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float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
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float t = (x - WallC.sx1 + 0.5f) / (WallC.sx2 - WallC.sx1);
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float wcol = w1 * (1.0f - t) + w2 * t;
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float wcol = w1 * (1.0f - t) + w2 * t;
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float zcol = 1.0f / wcol;
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float zcol = 1.0f / wcol;
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float xcol = (WallC.tleft.X * w1 * (1.0f - t) + WallC.tright.X * w2 * t) * zcol;
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dc_viewpos.X = (float)((x + 0.5 - CenterX) / CenterX * zcol);
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float ycol = (WallC.tleft.Y * w1 * (1.0f - t) + WallC.tright.Y * w2 * t) * zcol;
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dc_viewpos.Y = zcol;
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dc_viewpos.X = xcol;
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dc_viewpos.Y = ycol;
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dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
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dc_viewpos.Z = (float)((CenterY - y1 - 0.5) / InvZtoScale * zcol);
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dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
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dc_viewpos_step.Z = (float)(-zcol / InvZtoScale);
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