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Attempt to optimize check for ML_DRAWFULLHEIGHT
It is less likely that a line will have the ML_DRAWFULLHEIGHT flag than its' ceiling will be above the neighbouring sector's ceiling and vice versa.
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1 changed files with 6 additions and 12 deletions
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@ -1624,13 +1624,10 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector,
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if (frontsector->GetTexture(sector_t::floor) != skyflatnum || backsector->GetTexture(sector_t::floor) != skyflatnum)
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{
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// the back sector's floor obstructs part of this wall
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if ((seg->linedef->flags & ML_DRAWFULLHEIGHT) == 0)
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if (ffh1 > bch1 && ffh2 > bch2 && (seg->linedef->flags & ML_DRAWFULLHEIGHT) == 0)
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{
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if (ffh1 > bch1 && ffh2 > bch2)
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{
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bch2a = ffh2;
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bch1a = ffh1;
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}
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bch2a = ffh2;
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bch1a = ffh1;
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}
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}
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@ -1708,13 +1705,10 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector,
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/* bottom texture */
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// the back sector's ceiling obstructs part of this wall (specially important for sky sectors)
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if ((seg->linedef->flags & ML_DRAWFULLHEIGHT) == 0)
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if (fch1 < bfh1 && fch2 < bfh2 && (seg->linedef->flags & ML_DRAWFULLHEIGHT) == 0)
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{
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if (fch1 < bfh1 && fch2 < bfh2)
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{
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bfh1 = fch1;
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bfh2 = fch2;
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}
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bfh1 = fch1;
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bfh2 = fch2;
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}
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if (bfh1 > ffh1 || bfh2 > ffh2)
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