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- 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)
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100731e3ab
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4 changed files with 14 additions and 5 deletions
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@ -217,7 +217,7 @@ AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
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copy->MaxFullAbsorb = MaxFullAbsorb;
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if (!(ItemFlags & IF_IGNORESKILL))
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{ // extra ammo in baby mode and nightmare mode
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{
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SaveAmount = FixedMul(SaveAmount, G_SkillProperty(SKILLP_ArmorFactor));
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}
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@ -300,7 +300,7 @@ AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
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copy->MaxFullAbsorb = MaxFullAbsorb;
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if (!(ItemFlags & IF_IGNORESKILL))
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{ // extra ammo in baby mode and nightmare mode
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{
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SaveAmount = FixedMul(SaveAmount, G_SkillProperty(SKILLP_ArmorFactor));
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}
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return copy;
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@ -224,8 +224,16 @@ void FNodeBuilder::ExtractMini (FMiniBSP *bsp)
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out->v2 = &bsp->Verts[org->v2];
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out->backsector = org->backsector;
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out->frontsector = org->frontsector;
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out->linedef = Level.Lines + org->linedef;
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out->sidedef = Level.Sides + org->sidedef;
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if (org->sidedef != int(NO_SIDE))
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{
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out->linedef = Level.Lines + org->linedef;
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out->sidedef = Level.Sides + org->sidedef;
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}
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else // part of a miniseg
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{
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out->linedef = NULL;
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out->sidedef = NULL;
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}
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out->PartnerSeg = NULL;
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out->bPolySeg = false;
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}
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@ -1032,7 +1032,7 @@ FMiniBSP::FMiniBSP()
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//
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//==========================================================================
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static void R_BuildPolyBSP(subsector_t *sub)
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void R_BuildPolyBSP(subsector_t *sub)
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{
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assert((sub->BSP == NULL || sub->BSP->bDirty) && "BSP computed more than once");
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@ -75,6 +75,7 @@ EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs?
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// BSP?
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void R_ClearClipSegs (short left, short right);
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void R_ClearDrawSegs ();
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void R_BuildPolyBSP(subsector_t *sub);
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void R_RenderBSPNode (void *node);
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// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
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