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Clarify that 'fake wall' means a 3d floor wall
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fec280a5fc
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2 changed files with 7 additions and 9 deletions
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@ -115,7 +115,7 @@ namespace swrenderer
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if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
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{
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RenderFakeWallRange(ds, x1, x2);
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Render3DFloorWallRange(ds, x1, x2);
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}
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if (!notrelevant)
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@ -288,8 +288,7 @@ namespace swrenderer
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return false;
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}
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// kg3D - render one fake wall
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void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
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void RenderDrawSegment::Render3DFloorWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic)
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{
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int i;
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double xscale;
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@ -378,8 +377,7 @@ namespace swrenderer
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RenderDecal::RenderDecals(Thread, curline->sidedef, ds, curline, mLight, wallupper.ScreenY, walllower.ScreenY, true);
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}
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// kg3D - walls of fake floors
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void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2)
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void RenderDrawSegment::Render3DFloorWallRange(DrawSegment *ds, int x1, int x2)
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{
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int i, j;
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F3DFloor *rover, *fover = nullptr;
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@ -602,7 +600,7 @@ namespace swrenderer
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//mLight.lightlevel = ds->lightlevel;
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mLight.SetColormap(frontsector, curline, lit);
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RenderFakeWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
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Render3DFloorWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
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}
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break;
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}
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@ -784,7 +782,7 @@ namespace swrenderer
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//mLight.lightlevel = ds->lightlevel;
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mLight.SetColormap(frontsector, curline, lit);
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RenderFakeWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
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Render3DFloorWall(ds, x1, x2, fover ? fover : rover, clipTop, clipBottom, rw_pic);
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}
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break;
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}
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@ -39,8 +39,8 @@ namespace swrenderer
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private:
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bool RenderWall(DrawSegment *ds, int x1, int x2);
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void ClipMidtex(DrawSegment* ds, int x1, int x2);
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void RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic);
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void RenderFakeWallRange(DrawSegment *ds, int x1, int x2);
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void Render3DFloorWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, double clipTop, double clipBottom, FSoftwareTexture *rw_pic);
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void Render3DFloorWallRange(DrawSegment *ds, int x1, int x2);
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void GetMaskedWallTopBottom(DrawSegment *ds, double &top, double &bot);
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sector_t *frontsector = nullptr;
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