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- compile bug in gl_sprite and some optimization in gl_walls.cpp
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parent
252a6e9038
commit
603af1bb92
2 changed files with 16 additions and 9 deletions
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@ -413,7 +413,7 @@ void GLSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingp
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else if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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else if (thing->Sector->heightsec && !(thing->Sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
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{
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{
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if (thing->flags2&MF2_ONMOBJ && thing->floorz ==
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if (thing->flags2&MF2_ONMOBJ && thing->floorz ==
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thing->Sector->heightsec->floorplane.ZatPoint(thingpos)))
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thing->Sector->heightsec->floorplane.ZatPoint(thingpos))
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{
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{
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btm = thing->floorz;
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btm = thing->floorz;
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top = thing->ceilingz;
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top = thing->ceilingz;
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@ -1428,15 +1428,22 @@ void GLWall::Process(seg_t *seg, sector_t * frontsector, sector_t * backsector)
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topplane = frontsector->ceilingplane;
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topplane = frontsector->ceilingplane;
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bottomplane = frontsector->floorplane;
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bottomplane = frontsector->floorplane;
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zfloor[0] = segfront->floorplane.ZatPoint(v1);
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double v;
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zfloor[1] = segfront->floorplane.ZatPoint(v2);
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v= segfront->floorplane.ZatPoint(v1);
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ffh1 = FLOAT2FIXED(zfloor[0]);
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zfloor[0] = v;
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ffh2 = FLOAT2FIXED(zfloor[1]);
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ffh1 = FLOAT2FIXED(v);
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zceil[0] = segfront->ceilingplane.ZatPoint(v1);
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v = segfront->floorplane.ZatPoint(v2);
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zceil[1] = segfront->ceilingplane.ZatPoint(v2);
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zfloor[1] = v;
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fch1 = FLOAT2FIXED(zceil[0]);
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ffh2 = FLOAT2FIXED(v);
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fch2 = FLOAT2FIXED(zceil[1]);
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v = segfront->ceilingplane.ZatPoint(v1);
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zceil[0] = v;
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fch1 = FLOAT2FIXED(v);
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v = segfront->ceilingplane.ZatPoint(v2);
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zceil[1] = v;
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fch2 = FLOAT2FIXED(v);
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if (seg->linedef->special == Line_Horizon)
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if (seg->linedef->special == Line_Horizon)
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{
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{
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