Use != 0 after ANDing with the relevant flags

This is mostly a "just in case" measure, in case I did something wrong with the previous commits.

# Conflicts:
#	src/hwrenderer/scene/hw_sky.cpp
This commit is contained in:
Kevin Caccamo 2020-01-11 02:44:27 -05:00 committed by drfrag
parent 4335233a49
commit c75ec6f59f

View file

@ -232,7 +232,7 @@ void GLWall::SkyTop(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,vertex
{
if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw || bs->MoreFlags & SECMF_NOSKYWALLS || seg->linedef->flags & ML_NOSKYWALLS) return;
if (bs->special == GLSector_NoSkyDraw || (bs->MoreFlags & SECMF_NOSKYWALLS) != 0 || (seg->linedef->flags & ML_NOSKYWALLS) != 0) return;
if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
@ -326,7 +326,7 @@ void GLWall::SkyBottom(seg_t * seg,sector_t * fs,sector_t * bs,vertex_t * v1,ver
{
if (fs->GetTexture(sector_t::floor)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw || bs->MoreFlags & SECMF_NOSKYWALLS || seg->linedef->flags & ML_NOSKYWALLS) return;
if (bs->special == GLSector_NoSkyDraw || (bs->MoreFlags & SECMF_NOSKYWALLS) != 0 || (seg->linedef->flags & ML_NOSKYWALLS) != 0) return;
FTexture * tex = TexMan(seg->sidedef->GetTexture(side_t::bottom));
// For lower skies the normal logic only applies to walls with no lower texture!