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- fixed: When checking for fog in a sector with Transfer_Heights the wrong sector data was used.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1162 b0f79afe-0144-0410-b225-9a4edf0717df
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05763b39eb
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2 changed files with 4 additions and 4 deletions
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@ -440,7 +440,7 @@ void GLFlat::Draw(int pass)
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// plane in the appropriate render list.
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//
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//==========================================================================
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inline void GLFlat::PutFlat(bool fog)
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inline void GLFlat::PutFlat(sector_t *model, bool fog)
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{
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int list;
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@ -465,7 +465,7 @@ inline void GLFlat::PutFlat(bool fog)
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if (!gl_fixedcolormap)
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{
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foggy = gl_CheckFog(sector, NULL) || level.flags&LEVEL_HASFADETABLE;
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foggy = gl_CheckFog(model, NULL) || level.flags&LEVEL_HASFADETABLE;
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if (gl_lights && !gl_dynlight_shader && GLRenderer->mLightCount) // Are lights touching this sector?
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{
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@ -521,7 +521,7 @@ void GLFlat::Process(sector_t * model, int whichplane, bool fog)
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z = plane.plane.ZatPoint(0.f, 0.f);
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PutFlat(fog);
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PutFlat(model, fog);
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rendered_flats++;
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}
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@ -276,7 +276,7 @@ public:
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void DrawSubsectorLights(subsector_t * sub, int pass);
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void DrawSubsectors(int pass, bool istrans);
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void PutFlat(bool fog = false);
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void PutFlat(sector_t *fakesector, bool fog = false);
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void Process(sector_t * model, int whichplane, bool notexture);
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void SetFrom3DFloor(F3DFloor *rover, bool top, bool underside);
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void ProcessSector(sector_t * frontsector);
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