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ZDoom wasn't setting drawseg_t::curline when making "fake" drawseg for skyboxes, which interfered with portal sprite clipping routine randomly.
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2 changed files with 2 additions and 4 deletions
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@ -1294,6 +1294,7 @@ void R_DrawSkyBoxes ()
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ds_p->sprtopclip = R_NewOpening (pl->maxx - pl->minx + 1);
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ds_p->maskedtexturecol = ds_p->swall = -1;
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ds_p->bFogBoundary = false;
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ds_p->curline = NULL;
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memcpy (openings + ds_p->sprbottomclip, floorclip + pl->minx, (pl->maxx - pl->minx + 1)*sizeof(short));
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memcpy (openings + ds_p->sprtopclip, ceilingclip + pl->minx, (pl->maxx - pl->minx + 1)*sizeof(short));
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@ -322,11 +322,8 @@ nextpost:
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//
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bool R_ClipSpriteColumnWithPortals (fixed_t x, fixed_t y, vissprite_t* spr)
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{
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size_t numdrawsegs = ds_p-firstdrawseg;
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for (int i = (int)numdrawsegs-1; i >= 0; i--)
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for (drawseg_t* seg = ds_p; seg-- > firstdrawseg; ) // copied code from killough below
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{
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drawseg_t* seg = &firstdrawseg[i];
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// ignore segs from other portals
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if (seg->CurrentPortalUniq != CurrentPortalUniq)
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continue;
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