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- fixed 3D floor texture setup.
This code really makes zero sense, it looks like the cases for upper and lower texture should never be entered ever.
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1 changed files with 2 additions and 2 deletions
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@ -773,13 +773,13 @@ namespace swrenderer
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FTexture *ftex = TexMan.GetPalettedTexture(sidedef->GetTexture(side_t::mid), true);
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FSoftwareTexture *midtex = ftex && ftex->isValid() ? ftex->GetSoftwareTexture() : nullptr;
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bool segtextured = midtex != NULL || mTopPart.Texture != NULL || mBottomPart.Texture != NULL;
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bool segtextured = ftex != NULL || mTopPart.Texture != NULL || mBottomPart.Texture != NULL;
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// calculate light table
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if (needlights && (segtextured || (mBackSector && IsFogBoundary(mFrontSector, mBackSector))))
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{
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lwallscale =
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midtex ? (midtex->GetScale().X * sidedef->GetTextureXScale(side_t::mid)) :
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ftex ? ((midtex? midtex->GetScale().X : 1.0) * sidedef->GetTextureXScale(side_t::mid)) :
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mTopPart.Texture ? (mTopPart.Texture->GetScale().X * sidedef->GetTextureXScale(side_t::top)) :
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mBottomPart.Texture ? (mBottomPart.Texture->GetScale().X * sidedef->GetTextureXScale(side_t::bottom)) :
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1.;
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