- fixed: FNodeBuilder::ExtractMini needs to check for segs that were created from minisegs.

- made polyobject node building code more update friendly for GZDoom by making R_BuildPolyBSP public.


SVN r2500 (trunk)
This commit is contained in:
Christoph Oelckers 2010-08-10 08:13:23 +00:00
parent 100731e3ab
commit 79ff9ae3ae
4 changed files with 14 additions and 5 deletions

View file

@ -217,7 +217,7 @@ AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
copy->MaxFullAbsorb = MaxFullAbsorb;
if (!(ItemFlags & IF_IGNORESKILL))
{ // extra ammo in baby mode and nightmare mode
{
SaveAmount = FixedMul(SaveAmount, G_SkillProperty(SKILLP_ArmorFactor));
}
@ -300,7 +300,7 @@ AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
copy->MaxFullAbsorb = MaxFullAbsorb;
if (!(ItemFlags & IF_IGNORESKILL))
{ // extra ammo in baby mode and nightmare mode
{
SaveAmount = FixedMul(SaveAmount, G_SkillProperty(SKILLP_ArmorFactor));
}
return copy;

View file

@ -224,8 +224,16 @@ void FNodeBuilder::ExtractMini (FMiniBSP *bsp)
out->v2 = &bsp->Verts[org->v2];
out->backsector = org->backsector;
out->frontsector = org->frontsector;
out->linedef = Level.Lines + org->linedef;
out->sidedef = Level.Sides + org->sidedef;
if (org->sidedef != int(NO_SIDE))
{
out->linedef = Level.Lines + org->linedef;
out->sidedef = Level.Sides + org->sidedef;
}
else // part of a miniseg
{
out->linedef = NULL;
out->sidedef = NULL;
}
out->PartnerSeg = NULL;
out->bPolySeg = false;
}

View file

@ -1032,7 +1032,7 @@ FMiniBSP::FMiniBSP()
//
//==========================================================================
static void R_BuildPolyBSP(subsector_t *sub)
void R_BuildPolyBSP(subsector_t *sub)
{
assert((sub->BSP == NULL || sub->BSP->bDirty) && "BSP computed more than once");

View file

@ -75,6 +75,7 @@ EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs?
// BSP?
void R_ClearClipSegs (short left, short right);
void R_ClearDrawSegs ();
void R_BuildPolyBSP(subsector_t *sub);
void R_RenderBSPNode (void *node);
// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings: