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- Fixed: r4220 broke 3D floor rendering, because 3D floors have the floor and ceiling orientations
reversed compared to normal conventions. SVN r4225 (trunk)
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1 changed files with 11 additions and 3 deletions
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@ -2242,10 +2242,18 @@ void R_NewWall (bool needlights)
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// killough 3/7/98: add deep water check
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if (frontsector->GetHeightSec() == NULL)
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{
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if (frontsector->floorplane.PointOnSide(viewx, viewy, viewz) <= 0) // above view plane
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int planeside;
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planeside = frontsector->floorplane.PointOnSide(viewx, viewy, viewz);
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if (frontsector->floorplane.c < 0) // 3D floors have the floor backwards
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planeside = -planeside;
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if (planeside <= 0) // above view plane
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markfloor = false;
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if (frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz) <= 0 &&
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frontsector->GetTexture(sector_t::ceiling) != skyflatnum) // below view plane
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planeside = frontsector->ceilingplane.PointOnSide(viewx, viewy, viewz);
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if (frontsector->ceilingplane.c > 0) // 3D floors have the ceiling backwards
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planeside = -planeside;
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if (planeside <= 0) // below view plane
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markceiling = false;
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}
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