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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.
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1 changed files with 2 additions and 2 deletions
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@ -230,7 +230,7 @@ void HWWall::SkyTop(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vert
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{
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if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
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{
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if (bs->special == GLSector_NoSkyDraw || bs->MoreFlags & SECMF_NOSKYWALLS || seg->linedef->flags & ML_NOSKYWALLS) return;
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if (bs->special == GLSector_NoSkyDraw || (bs->MoreFlags & SECMF_NOSKYWALLS) != 0 || (seg->linedef->flags & ML_NOSKYWALLS) != 0) return;
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if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
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{
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// if the back sector is closed the sky must be drawn!
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@ -324,7 +324,7 @@ void HWWall::SkyBottom(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,v
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{
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if (fs->GetTexture(sector_t::floor)==skyflatnum)
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{
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if (bs->special == GLSector_NoSkyDraw || bs->MoreFlags & SECMF_NOSKYWALLS || seg->linedef->flags & ML_NOSKYWALLS) return;
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if (bs->special == GLSector_NoSkyDraw || (bs->MoreFlags & SECMF_NOSKYWALLS) != 0 || (seg->linedef->flags & ML_NOSKYWALLS) != 0) return;
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FTexture * tex = TexMan.GetTexture(seg->sidedef->GetTexture(side_t::bottom), true);
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// For lower skies the normal logic only applies to walls with no lower texture.
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