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- forgot to save this...
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1 changed files with 5 additions and 5 deletions
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@ -1245,7 +1245,7 @@ void DFrameBuffer::GetHitlist(BYTE *hitlist)
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FTextureID pic = frame->Texture[k];
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if (pic.isValid())
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{
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hitlist[pic.GetIndex()] = HIT_Sprite;
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hitlist[pic.GetIndex()] = FTextureManager::HIT_Sprite;
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}
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}
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}
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@ -1257,14 +1257,14 @@ void DFrameBuffer::GetHitlist(BYTE *hitlist)
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for (i = numsectors - 1; i >= 0; i--)
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{
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hitlist[sectors[i].GetTexture(sector_t::floor).GetIndex()] =
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hitlist[sectors[i].GetTexture(sector_t::ceiling).GetIndex()] |= HIT_Flat;
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hitlist[sectors[i].GetTexture(sector_t::ceiling).GetIndex()] |= FTextureManager::HIT_Flat;
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}
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for (i = numsides - 1; i >= 0; i--)
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{
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hitlist[sides[i].GetTexture(side_t::top).GetIndex()] =
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hitlist[sides[i].GetTexture(side_t::mid).GetIndex()] =
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hitlist[sides[i].GetTexture(side_t::bottom).GetIndex()] |= HIT_Wall;
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hitlist[sides[i].GetTexture(side_t::bottom).GetIndex()] |= FTextureManager::HIT_Wall;
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}
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// Sky texture is always present.
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@ -1276,11 +1276,11 @@ void DFrameBuffer::GetHitlist(BYTE *hitlist)
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if (sky1texture.isValid())
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{
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hitlist[sky1texture.GetIndex()] |= HIT_Sky;
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hitlist[sky1texture.GetIndex()] |= FTextureManager::HIT_Sky;
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}
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if (sky2texture.isValid())
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{
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hitlist[sky2texture.GetIndex()] |= HIT_Sky;
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hitlist[sky2texture.GetIndex()] |= FTextureManager::HIT_Sky;
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}
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}
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