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- fixed 3D floor rendering with nearby slopes.
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parent
eed32ee285
commit
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1 changed files with 12 additions and 8 deletions
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@ -622,6 +622,18 @@ void R_AddLine (seg_t *line)
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rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
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rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
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if (fake3D & FAKE3D_FAKEBACK)
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{
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if (rw_frontfz1 >= rw_backfz1 && rw_frontfz2 >= rw_backfz2)
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{
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fake3D |= FAKE3D_CLIPBOTFRONT;
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}
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if (rw_frontcz1 <= rw_backcz1 && rw_frontcz2 <= rw_backcz2)
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{
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fake3D |= FAKE3D_CLIPTOPFRONT;
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}
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}
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// Cannot make these walls solid, because it can result in
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// sprite clipping problems for sprites near the wall
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if (rw_frontcz1 > rw_backcz1 || rw_frontcz2 > rw_backcz2)
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@ -1334,14 +1346,6 @@ void R_Subsector (subsector_t *sub)
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fakeFloor->validcount = validcount;
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R_3D_NewClip();
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}
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if (frontsector->CenterFloor() >= backsector->CenterFloor())
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{
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fake3D |= FAKE3D_CLIPBOTFRONT;
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}
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if (frontsector->CenterCeiling() <= backsector->CenterCeiling())
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{
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fake3D |= FAKE3D_CLIPTOPFRONT;
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}
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R_AddLine(line); // fake
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}
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fakeFloor = NULL;
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