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- fixed: The portal coverage builder initialized node_t::len differently than the polyobject splitter.
This was creating quite a mess when loading savegames with both portals and polyobjects.
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01983cdee1
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1 changed files with 4 additions and 3 deletions
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@ -187,7 +187,7 @@ struct FCoverageBuilder
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double PartitionDistance(FCoverageVertex *vt, node_t *node)
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double PartitionDistance(FCoverageVertex *vt, node_t *node)
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{
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{
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return fabs(double(-node->dy) * (vt->x - node->x) + double(node->dx) * (vt->y - node->y)) / node->len;
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return fabs(double(-node->dy) * (vt->x - node->x) + double(node->dx) * (vt->y - node->y)) / (node->len * 65536.);
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}
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}
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//==========================================================================
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//==========================================================================
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@ -379,8 +379,9 @@ void gl_InitPortals()
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for(int i=0;i<numnodes;i++)
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for(int i=0;i<numnodes;i++)
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{
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{
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node_t *no = &nodes[i];
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node_t *no = &nodes[i];
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double fdx = (double)no->dx;
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// Must be converted because the len value is also needed for polyobjects.
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double fdy = (double)no->dy;
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double fdx = FIXED2DBL(no->dx);
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double fdy = FIXED2DBL(no->dy);
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no->len = (float)sqrt(fdx * fdx + fdy * fdy);
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no->len = (float)sqrt(fdx * fdx + fdy * fdy);
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}
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}
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