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- Compute accurate Z values for every column in Prep(L)Wall instead of interpolating every four
columns because you can see "rippling" otherwise if you are looking across a wall as a polyobject splits it at different points. Considering that this is what Doom did in the first place, there was probably never a need for this Build optimization. SVN r2472 (polyobjects)
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2 changed files with 46 additions and 147 deletions
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@ -330,13 +330,13 @@ endif( NOT NO_ASM )
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# Set up flags for GCC
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if( CMAKE_COMPILER_IS_GNUCXX )
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if( PROFILE )
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set( CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -pg" )
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set( CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -pg" )
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set( CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -pg" )
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set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -pg" )
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endif( PROFILE )
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if( PROFILE )
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set( CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -pg" )
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set( CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -pg" )
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set( CMAKE_C_FLAGS_RELWITHDEBINFO "${CMAKE_C_FLAGS_RELWITHDEBINFO} -pg" )
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set( CMAKE_CXX_FLAGS_RELWITHDEBINFO "${CMAKE_CXX_FLAGS_RELWITHDEBINFO} -pg" )
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endif( PROFILE )
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set( REL_CXX_FLAGS "-fno-rtti" )
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if( NOT PROFILE )
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set( REL_CXX_FLAGS "${REL_CXX_FLAGS} -fomit-frame-pointer" )
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179
src/r_segs.cpp
179
src/r_segs.cpp
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@ -2008,80 +2008,12 @@ int WallMost (short *mostbuf, const secplane_t &plane)
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return bad;
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}
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void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat)
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{ // swall = scale, lwall = texturecolumn
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int x;
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float top, bot, i;
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float xrepeat = (float)walxrepeat;
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float ol, l, topinc, botinc;
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i = (float)(WallSX1 - centerx);
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top = WallUoverZorg + WallUoverZstep * i;
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bot = WallInvZorg + WallInvZstep * i;
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topinc = WallUoverZstep * 4.f;
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botinc = WallInvZstep * 4.f;
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x = WallSX1;
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l = top / bot;
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swall[x] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x] = xs_RoundToInt(l * xrepeat);
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// As long as l is invalid, step one column at a time so that
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// we can get as many correct texture columns as possible.
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while (l > 1.0 && x+1 < WallSX2)
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{
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l = (top += WallUoverZstep) / (bot += WallInvZstep);
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x++;
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swall[x] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x] = xs_RoundToInt(l * xrepeat);
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}
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l *= xrepeat;
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while (x+4 < WallSX2)
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{
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top += topinc; bot += botinc;
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ol = l; l = top / bot;
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swall[x+4] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x+4] = xs_RoundToInt(l *= xrepeat);
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i = (ol+l) * 0.5f;
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lwall[x+2] = xs_RoundToInt(i);
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lwall[x+1] = xs_RoundToInt((ol+i) * 0.5f);
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lwall[x+3] = xs_RoundToInt((l+i) * 0.5f);
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swall[x+2] = ((swall[x]+swall[x+4])>>1);
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swall[x+1] = ((swall[x]+swall[x+2])>>1);
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swall[x+3] = ((swall[x+4]+swall[x+2])>>1);
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x += 4;
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}
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if (x+2 < WallSX2)
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{
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top += topinc * 0.5f; bot += botinc * 0.5f;
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ol = l; l = top / bot;
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swall[x+2] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x+2] = xs_RoundToInt(l *= xrepeat);
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lwall[x+1] = xs_RoundToInt((l+ol)*0.5f);
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swall[x+1] = (swall[x]+swall[x+2])>>1;
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x += 2;
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}
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if (x+1 < WallSX2)
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{
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l = (top + WallUoverZstep) / (bot + WallInvZstep);
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swall[x+1] = xs_RoundToInt(l * WallDepthScale + WallDepthOrg);
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lwall[x+1] = xs_RoundToInt(l * xrepeat);
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}
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/*
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for (x = WallSX1; x < WallSX2; x++)
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{
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frac = top / bot;
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lwall[x] = xs_RoundToInt(frac * xrepeat);
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swall[x] = xs_RoundToInt(frac * WallDepthScale + WallDepthOrg);
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top += WallUoverZstep;
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bot += WallInvZstep;
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}
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*/
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static void PrepWallRoundFix(fixed_t *lwall, fixed_t walxrepeat)
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{
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// fix for rounding errors
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fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0;
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int x;
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if (WallSX1 > 0)
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{
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for (x = WallSX1; x < WallSX2; x++)
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@ -2110,85 +2042,52 @@ void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat)
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}
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}
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void PrepLWall (fixed_t *lwall, fixed_t walxrepeat)
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{ // lwall = texturecolumn
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int x;
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float top, bot, i;
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float xrepeat = (float)walxrepeat;
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float ol, l, topinc, botinc;
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void PrepWall (fixed_t *swall, fixed_t *lwall, fixed_t walxrepeat)
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{ // swall = scale, lwall = texturecolumn
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double top, bot, i;
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double xrepeat = walxrepeat;
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double topinc, botinc;
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i = (float)(WallSX1 - centerx);
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i = WallSX1 - centerx;
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top = WallUoverZorg + WallUoverZstep * i;
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bot = WallInvZorg + WallInvZstep * i;
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topinc = WallUoverZstep * 4.f;
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botinc = WallInvZstep * 4.f;
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x = WallSX1;
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for (int x = WallSX1; x < WallSX2; x++)
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{
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double frac = top / bot;
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lwall[x] = xs_RoundToInt(frac * xrepeat);
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swall[x] = xs_RoundToInt(frac * WallDepthScale + WallDepthOrg);
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top += WallUoverZstep;
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bot += WallInvZstep;
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}
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PrepWallRoundFix(lwall, walxrepeat);
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}
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l = top / bot;
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lwall[x] = xs_RoundToInt(l * xrepeat);
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// As long as l is invalid, step one column at a time so that
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// we can get as many correct texture columns as possible.
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while (l > 1.0 && x+1 < WallSX2)
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{
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l = (top += WallUoverZstep) / (bot += WallInvZstep);
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lwall[++x] = xs_RoundToInt(l * xrepeat);
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}
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l *= xrepeat;
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while (x+4 < WallSX2)
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{
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top += topinc; bot += botinc;
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ol = l; l = top / bot;
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lwall[x+4] = xs_RoundToInt(l *= xrepeat);
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void PrepLWall (fixed_t *lwall, fixed_t walxrepeat)
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{ // lwall = texturecolumn
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double top, bot, i;
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double xrepeat = walxrepeat;
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double topinc, botinc;
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double topstep;
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i = (ol+l) * 0.5f;
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lwall[x+2] = xs_RoundToInt(i);
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lwall[x+1] = xs_RoundToInt((ol+i) * 0.5f);
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lwall[x+3] = xs_RoundToInt((l+i) * 0.5f);
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x += 4;
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}
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if (x+2 < WallSX2)
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{
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top += topinc * 0.5f; bot += botinc * 0.5f;
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ol = l; l = top / bot;
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lwall[x+2] = xs_RoundToInt(l *= xrepeat);
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lwall[x+1] = xs_RoundToInt((l+ol)*0.5f);
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x += 2;
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}
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if (x+1 < WallSX2)
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{
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l = (top + WallUoverZstep) / (bot + WallInvZstep);
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lwall[x+1] = xs_RoundToInt(l * xrepeat);
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}
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i = WallSX1 - centerx;
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top = WallUoverZorg + WallUoverZstep * i;
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bot = WallInvZorg + WallInvZstep * i;
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topinc = WallUoverZstep * 4.f;
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botinc = WallInvZstep * 4.f;
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// fix for rounding errors
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fixed_t fix = (MirrorFlags & RF_XFLIP) ? walxrepeat-1 : 0;
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if (WallSX1 > 0)
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top *= xrepeat;
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topstep = WallUoverZstep * xrepeat;
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for (int x = WallSX1; x < WallSX2; x++)
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{
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for (x = WallSX1; x < WallSX2; x++)
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{
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if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
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{
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lwall[x] = fix;
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}
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else
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{
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break;
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}
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}
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}
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fix = walxrepeat - 1 - fix;
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for (x = WallSX2-1; x >= WallSX1; x--)
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{
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if ((unsigned)lwall[x] >= (unsigned)walxrepeat)
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{
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lwall[x] = fix;
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}
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else
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{
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break;
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}
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lwall[x] = xs_RoundToInt(top / bot);
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top += topstep;
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bot += WallInvZstep;
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}
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PrepWallRoundFix(lwall, walxrepeat);
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}
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// pass = 0: when seg is first drawn
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