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Move rw_havelow and rw_havehigh to local function variables
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parent
9e2702d885
commit
3e28d53308
2 changed files with 27 additions and 22 deletions
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@ -117,18 +117,17 @@ namespace swrenderer
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WallT.InitFromLine(Thread, v1->fPos() - ViewPos, v2->fPos() - ViewPos);
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}
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mFrontCeilingZ1 = mFrontSector->ceilingplane.ZatPoint(line->v1);
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mFrontFloorZ1 = mFrontSector->floorplane.ZatPoint(line->v1);
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mFrontCeilingZ2 = mFrontSector->ceilingplane.ZatPoint(line->v2);
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mFrontFloorZ2 = mFrontSector->floorplane.ZatPoint(line->v2);
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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if (!(clip3d->fake3D & FAKE3D_FAKEBACK))
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{
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mBackSector = line->backsector;
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}
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mFrontCeilingZ1 = mFrontSector->ceilingplane.ZatPoint(line->v1);
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mFrontFloorZ1 = mFrontSector->floorplane.ZatPoint(line->v1);
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mFrontCeilingZ2 = mFrontSector->ceilingplane.ZatPoint(line->v2);
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mFrontFloorZ2 = mFrontSector->floorplane.ZatPoint(line->v2);
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rw_havehigh = rw_havelow = false;
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if (mBackSector)
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{
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@ -154,19 +153,6 @@ namespace swrenderer
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clip3d->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 (mFrontCeilingZ1 > mBackCeilingZ1 || mFrontCeilingZ2 > mBackCeilingZ2)
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{
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rw_havehigh = true;
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wallupper.Project(mBackSector->ceilingplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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}
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if (mFrontFloorZ1 < mBackFloorZ1 || mFrontFloorZ2 < mBackFloorZ2)
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{
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rw_havelow = true;
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walllower.Project(mBackSector->floorplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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}
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}
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mDoorClosed = IsDoorClosed();
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@ -254,6 +240,8 @@ namespace swrenderer
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bool SWRenderLine::IsDoorClosed() const
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{
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if (!mBackSector) return false;
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// Portal
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if (mLineSegment->linedef->isVisualPortal() && mLineSegment->sidedef == mLineSegment->linedef->sidedef[0]) return false;
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@ -718,6 +706,26 @@ namespace swrenderer
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void SWRenderLine::SetWallVariables(bool needlights)
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{
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RenderPortal *renderportal = Thread->Portal.get();
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bool rw_havehigh = false;
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bool rw_havelow = false;
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if (mBackSector)
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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 (mFrontCeilingZ1 > mBackCeilingZ1 || mFrontCeilingZ2 > mBackCeilingZ2)
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{
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rw_havehigh = true;
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wallupper.Project(mBackSector->ceilingplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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}
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if (mFrontFloorZ1 < mBackFloorZ1 || mFrontFloorZ2 < mBackFloorZ2)
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{
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rw_havelow = true;
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walllower.Project(mBackSector->floorplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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}
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}
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if (mLineSegment->linedef->special == Line_Horizon)
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{
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// Be aware: Line_Horizon does not work properly with sloped planes
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@ -726,7 +734,6 @@ namespace swrenderer
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}
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else
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{
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RenderPortal *renderportal = Thread->Portal.get();
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mCeilingClipped = walltop.Project(mFrontSector->ceilingplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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mFloorClipped = wallbottom.Project(mFrontSector->floorplane, &WallC, mLineSegment, renderportal->MirrorFlags & RF_XFLIP);
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}
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@ -106,8 +106,6 @@ namespace swrenderer
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fixed_t rw_offset_bottom;
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bool rw_prepped;
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bool rw_havehigh;
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bool rw_havelow;
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int wallshade;
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float rw_light;
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