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Move line working variables to r_line
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c5281df691
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5 changed files with 98 additions and 95 deletions
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@ -28,6 +28,43 @@ namespace swrenderer
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FWallCoords WallC;
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FWallTmapVals WallT;
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double rw_backcz1;
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double rw_backcz2;
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double rw_backfz1;
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double rw_backfz2;
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double rw_frontcz1;
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double rw_frontcz2;
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double rw_frontfz1;
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double rw_frontfz2;
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fixed_t rw_offset_top;
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fixed_t rw_offset_mid;
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fixed_t rw_offset_bottom;
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int rw_ceilstat, rw_floorstat;
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bool rw_mustmarkfloor, rw_mustmarkceiling;
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bool rw_prepped;
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bool rw_markportal;
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bool rw_havehigh;
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bool rw_havelow;
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float rw_light;
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float rw_lightstep;
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float rw_lightleft;
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fixed_t rw_offset;
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double rw_midtexturemid;
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double rw_toptexturemid;
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double rw_bottomtexturemid;
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double rw_midtexturescalex;
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double rw_midtexturescaley;
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double rw_toptexturescalex;
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double rw_toptexturescaley;
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double rw_bottomtexturescalex;
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double rw_bottomtexturescaley;
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FTexture *rw_pic;
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// Transform and clip coordinates. Returns true if it was clipped away
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bool FWallCoords::Init(const DVector2 &pt1, const DVector2 &pt2, double too_close)
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{
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@ -25,4 +25,41 @@ namespace swrenderer
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extern FWallCoords WallC;
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extern FWallTmapVals WallT;
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extern double rw_backcz1;
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extern double rw_backcz2;
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extern double rw_backfz1;
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extern double rw_backfz2;
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extern double rw_frontcz1;
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extern double rw_frontcz2;
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extern double rw_frontfz1;
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extern double rw_frontfz2;
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extern fixed_t rw_offset_top;
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extern fixed_t rw_offset_mid;
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extern fixed_t rw_offset_bottom;
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extern int rw_ceilstat, rw_floorstat;
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extern bool rw_mustmarkfloor, rw_mustmarkceiling;
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extern bool rw_prepped;
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extern bool rw_markportal;
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extern bool rw_havehigh;
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extern bool rw_havelow;
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extern float rw_light;
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extern float rw_lightstep;
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extern float rw_lightleft;
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extern fixed_t rw_offset;
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extern double rw_midtexturemid;
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extern double rw_toptexturemid;
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extern double rw_bottomtexturemid;
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extern double rw_midtexturescalex;
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extern double rw_midtexturescaley;
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extern double rw_toptexturescalex;
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extern double rw_toptexturescaley;
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extern double rw_bottomtexturescalex;
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extern double rw_bottomtexturescaley;
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extern FTexture *rw_pic;
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}
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@ -73,16 +73,6 @@ int doorclosed;
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bool r_fakingunderwater;
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extern bool rw_prepped;
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extern bool rw_havehigh, rw_havelow;
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extern int rw_floorstat, rw_ceilstat;
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extern bool rw_mustmarkfloor, rw_mustmarkceiling;
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double rw_backcz1, rw_backcz2;
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double rw_backfz1, rw_backfz2;
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double rw_frontcz1, rw_frontcz2;
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double rw_frontfz1, rw_frontfz2;
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static BYTE FakeSide;
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int WindowLeft, WindowRight;
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@ -90,48 +90,12 @@ bool markceiling;
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FTexture *toptexture;
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FTexture *bottomtexture;
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FTexture *midtexture;
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fixed_t rw_offset_top;
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fixed_t rw_offset_mid;
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fixed_t rw_offset_bottom;
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//
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// regular wall
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//
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extern double rw_backcz1, rw_backcz2;
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extern double rw_backfz1, rw_backfz2;
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extern double rw_frontcz1, rw_frontcz2;
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extern double rw_frontfz1, rw_frontfz2;
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int rw_ceilstat, rw_floorstat;
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bool rw_mustmarkfloor, rw_mustmarkceiling;
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bool rw_prepped;
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bool rw_markportal;
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bool rw_havehigh;
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bool rw_havelow;
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float rw_light; // [RH] Scale lights with viewsize adjustments
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float rw_lightstep;
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float rw_lightleft;
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static double rw_frontlowertop;
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static int rw_x;
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static int rw_stopx;
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fixed_t rw_offset;
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static double rw_scalestep;
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static double rw_midtexturemid;
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static double rw_toptexturemid;
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static double rw_bottomtexturemid;
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static double rw_midtexturescalex;
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static double rw_midtexturescaley;
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static double rw_toptexturescalex;
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static double rw_toptexturescaley;
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static double rw_bottomtexturescalex;
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static double rw_bottomtexturescaley;
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FTexture *rw_pic;
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static fixed_t *maskedtexturecol;
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@ -153,41 +117,6 @@ inline bool IsFogBoundary (sector_t *front, sector_t *back)
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(front->GetTexture(sector_t::ceiling) != skyflatnum || back->GetTexture(sector_t::ceiling) != skyflatnum);
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}
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//
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// R_RenderMaskedSegRange
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//
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float *MaskedSWall;
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float MaskedScaleY;
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static void BlastMaskedColumn (FTexture *tex)
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{
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// calculate lighting
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if (fixedcolormap == NULL && fixedlightlev < 0)
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{
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R_SetColorMapLight(basecolormap, rw_light, wallshade);
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}
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dc_iscale = xs_Fix<16>::ToFix(MaskedSWall[dc_x] * MaskedScaleY);
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if (sprflipvert)
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sprtopscreen = CenterY + dc_texturemid * spryscale;
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else
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sprtopscreen = CenterY - dc_texturemid * spryscale;
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// killough 1/25/98: here's where Medusa came in, because
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// it implicitly assumed that the column was all one patch.
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// Originally, Doom did not construct complete columns for
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// multipatched textures, so there were no header or trailer
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// bytes in the column referred to below, which explains
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// the Medusa effect. The fix is to construct true columns
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// when forming multipatched textures (see r_data.c).
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// draw the texture
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R_DrawMaskedColumn(tex, maskedtexturecol[dc_x]);
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rw_light += rw_lightstep;
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spryscale += rw_scalestep;
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}
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// Clip a midtexture to the floor and ceiling of the sector in front of it.
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void ClipMidtex(int x1, int x2)
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{
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@ -288,11 +217,11 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
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goto clearfog;
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}
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MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
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MaskedScaleY = ds->yscale;
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float *MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
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float MaskedScaleY = ds->yscale;
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maskedtexturecol = (fixed_t *)(openings + ds->maskedtexturecol) - ds->x1;
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spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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rw_scalestep = ds->iscalestep;
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float rw_scalestep = ds->iscalestep;
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if (fixedlightlev >= 0)
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R_SetColorMapLight((r_fullbrightignoresectorcolor) ? &FullNormalLight : basecolormap, 0, FIXEDLIGHT2SHADE(fixedlightlev));
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@ -422,7 +351,21 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2)
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{
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for (dc_x = x1; dc_x < x2; ++dc_x)
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{
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BlastMaskedColumn (tex);
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if (fixedcolormap == nullptr && fixedlightlev < 0)
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{
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R_SetColorMapLight(basecolormap, rw_light, wallshade);
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}
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dc_iscale = xs_Fix<16>::ToFix(MaskedSWall[dc_x] * MaskedScaleY);
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if (sprflipvert)
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sprtopscreen = CenterY + dc_texturemid * spryscale;
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else
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sprtopscreen = CenterY - dc_texturemid * spryscale;
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R_DrawMaskedColumn(tex, maskedtexturecol[dc_x]);
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rw_light += rw_lightstep;
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spryscale += rw_scalestep;
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}
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}
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}
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@ -530,8 +473,7 @@ void R_RenderFakeWall(drawseg_t *ds, int x1, int x2, F3DFloor *rover)
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mceilingclip = openings + ds->sprtopclip - ds->x1;
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spryscale = ds->iscale + ds->iscalestep * (x1 - ds->x1);
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rw_scalestep = ds->iscalestep;
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MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
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float *MaskedSWall = (float *)(openings + ds->swall) - ds->x1;
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// find positioning
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side_t *scaledside;
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@ -1020,10 +962,8 @@ void R_RenderFakeWallRange (drawseg_t *ds, int x1, int x2)
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// CALLED: CORE LOOPING ROUTINE.
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//
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void R_RenderSegLoop ()
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void R_RenderSegLoop(int x1, int x2)
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{
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int x1 = rw_x;
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int x2 = rw_stopx;
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int x;
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double xscale;
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double yscale;
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@ -1305,7 +1245,7 @@ void R_NewWall (bool needlights)
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{ // two-sided line
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// hack to allow height changes in outdoor areas
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rw_frontlowertop = frontsector->GetPlaneTexZ(sector_t::ceiling);
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double rw_frontlowertop = frontsector->GetPlaneTexZ(sector_t::ceiling);
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if (frontsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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backsector->GetTexture(sector_t::ceiling) == skyflatnum)
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@ -1587,10 +1527,9 @@ bool R_StoreWallRange (int start, int stop)
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draw_segment->tmapvals = WallT;
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draw_segment->siz1 = 1 / WallC.sz1;
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draw_segment->siz2 = 1 / WallC.sz2;
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draw_segment->x1 = rw_x = start;
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draw_segment->x1 = start;
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draw_segment->x2 = stop;
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draw_segment->curline = curline;
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rw_stopx = stop;
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draw_segment->bFogBoundary = false;
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draw_segment->bFakeBoundary = false;
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if(fake3D & 7) draw_segment->fake = 1;
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@ -1788,7 +1727,7 @@ bool R_StoreWallRange (int start, int stop)
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}
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}
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R_RenderSegLoop ();
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R_RenderSegLoop (start, stop);
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if(fake3D & 7) {
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return !(fake3D & FAKE3D_FAKEMASK);
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@ -34,7 +34,7 @@ void R_RenderMaskedSegRange (drawseg_t *ds, int x1, int x2);
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void R_RenderSegLoop ();
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void R_RenderSegLoop(int x1, int x2);
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extern float rw_light; // [RH] Scale lights with viewsize adjustments
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extern float rw_lightstep;
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