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- disable check for hidden sectors because it does more harm than good.
- don't draw a textured automap in overlay mode. SVN r2614 (trunk)
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2 changed files with 4 additions and 1 deletions
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@ -2353,7 +2353,7 @@ void AM_Drawer ()
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}
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}
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AM_activateNewScale();
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AM_activateNewScale();
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if (am_textured && hasglnodes && textured)
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if (am_textured && hasglnodes && textured && !viewactive)
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AM_drawSubsectors();
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AM_drawSubsectors();
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if (grid)
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if (grid)
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@ -1387,6 +1387,8 @@ void P_SetRenderSector()
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TArray<subsector_t *> undetermined;
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TArray<subsector_t *> undetermined;
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subsector_t * ss;
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subsector_t * ss;
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#if 0 // doesn't work as expected :(
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// hide all sectors on textured automap that only have hidden lines.
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// hide all sectors on textured automap that only have hidden lines.
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bool *hidesec = new bool[numsectors];
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bool *hidesec = new bool[numsectors];
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for(i = 0; i < numsectors; i++)
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for(i = 0; i < numsectors; i++)
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@ -1409,6 +1411,7 @@ void P_SetRenderSector()
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if (hidesec[i]) sectors[i].MoreFlags |= SECF_HIDDEN;
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if (hidesec[i]) sectors[i].MoreFlags |= SECF_HIDDEN;
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}
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}
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delete [] hidesec;
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delete [] hidesec;
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#endif
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// Check for incorrect partner seg info so that the following code does not crash.
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// Check for incorrect partner seg info so that the following code does not crash.
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for(i=0;i<numsegs;i++)
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for(i=0;i<numsegs;i++)
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