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https://github.com/ZDoom/qzdoom-gpl.git
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- floatified the sector planes.
This should conclude the floating point conversions for now.
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3 changed files with 47 additions and 65 deletions
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@ -1112,11 +1112,11 @@ bool secplane_t::CopyPlaneIfValid (secplane_t *dest, const secplane_t *opp) cons
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FArchive &operator<< (FArchive &arc, secplane_t &plane)
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{
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arc << plane.a << plane.b << plane.c << plane.d;
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//if (plane.c != 0)
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arc << plane.normal << plane.D;
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if (plane.normal.Z != 0)
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{ // plane.c should always be non-0. Otherwise, the plane
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// would be perfectly vertical.
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plane.ic = DivScale32 (1, plane.c);
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// would be perfectly vertical. (But then, don't let this crash on a broken savegame...)
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plane.negiC = -1 / plane.normal.Z;
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}
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return arc;
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}
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102
src/r_defs.h
102
src/r_defs.h
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@ -284,80 +284,67 @@ struct secplane_t
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// ic is 1/c, for faster Z calculations
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private:
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fixed_t a, b, c, d, ic;
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DVector3 normal;
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double D, negiC; // negative iC because that also saves a negation in all methods using this.
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public:
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void set(double aa, double bb, double cc, double dd)
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{
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a = FLOAT2FIXED(aa);
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b = FLOAT2FIXED(bb);
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c = FLOAT2FIXED(cc);
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d = FLOAT2FIXED(dd);
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ic = FixedDiv(FRACUNIT, c);
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}
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void setD(fixed_t dd)
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{
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d = dd;
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}
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void changeD(fixed_t dd)
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{
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d += dd;
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normal.X = aa;
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normal.Y = bb;
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normal.Z = cc;
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D = dd;
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negiC = -1 / cc;
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}
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void setD(double dd)
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{
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d = FLOAT2FIXED(dd);
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D = dd;
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}
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double fA() const
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{
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return FIXED2DBL(a);
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return normal.X;
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}
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double fB() const
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{
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return FIXED2DBL(b);
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return normal.Y;
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}
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double fC() const
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{
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return FIXED2DBL(c);
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return normal.Z;
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}
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double fD() const
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{
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return FIXED2DBL(d);
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return D;
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}
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double fiC() const
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{
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return FIXED2DBL(ic);
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}
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bool isSlope() const
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{
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return a != 0 || b != 0;
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return !normal.XY().isZero();
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}
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DVector3 Normal() const
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{
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return{ fA(), fB(), fC() };
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return normal;
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}
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// Returns < 0 : behind; == 0 : on; > 0 : in front
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int PointOnSide (fixed_t x, fixed_t y, fixed_t z) const
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{
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return TMulScale16(a,x, b,y, c,z) + d;
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return PointOnSide(DVector3(FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z)));
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}
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int PointOnSide(const DVector3 &pos) const
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{
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double v = a * pos.X + b * pos.Y + c * pos.Z + d;
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double v = (normal | pos) + D;
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return v < -EQUAL_EPSILON ? -1 : v > EQUAL_EPSILON ? 1 : 0;
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}
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// Returns the value of z at (0,0) This is used by the 3D floor code which does not handle slopes
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fixed_t Zat0 () const
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{
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return ic < 0 ? d : -d;
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return FLOAT2FIXED(negiC*D);
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}
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// Returns the value of z at (x,y)
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@ -365,7 +352,7 @@ public:
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fixed_t ZatPointFixed(fixed_t x, fixed_t y) const
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{
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return FixedMul (ic, -d - DMulScale16 (a, x, b, y));
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return FLOAT2FIXED(ZatPoint(FIXED2DBL(x), FIXED2DBL(y)));
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}
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// This is for the software renderer
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@ -383,106 +370,101 @@ public:
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// Returns the value of z at (x,y) as a double
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double ZatPoint (double x, double y) const
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{
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return (d + a*x + b*y) * ic / (-65536.0 * 65536.0);
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return (D + normal.X*x + normal.Y*y) * negiC;
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}
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double ZatPoint(const DVector2 &pos) const
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{
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return (d + a*pos.X + b*pos.Y) * ic / (-65536.0 * 65536.0);
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return (D + normal.X*pos.X + normal.Y*pos.Y) * negiC;
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}
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double ZatPoint(const vertex_t *v) const
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{
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return (d + a*v->fX() + b*v->fY()) * ic / (-65536.0 * 65536.0);
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return (D + normal.X*v->fX() + normal.Y*v->fY()) * negiC;
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}
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double ZatPoint(const AActor *ac) const
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{
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return (d + a*ac->X() + b*ac->Y()) * ic / (-65536.0 * 65536.0);
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return (D + normal.X*ac->X() + normal.Y*ac->Y()) * negiC;
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}
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// Returns the value of z at vertex v if d is equal to dist
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double ZatPointDist(const vertex_t *v, double dist)
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{
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return (dist + a*v->fX() + b*v->fY()) * ic / (-65536.0 * 65536.0);
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return (dist + normal.X*v->fX() + normal.Y*v->fY()) * negiC;
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}
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// Flips the plane's vertical orientiation, so that if it pointed up,
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// it will point down, and vice versa.
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void FlipVert ()
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{
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a = -a;
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b = -b;
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c = -c;
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d = -d;
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ic = -ic;
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normal = -normal;
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D = -D;
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negiC = -negiC;
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}
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// Returns true if 2 planes are the same
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bool operator== (const secplane_t &other) const
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{
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return a == other.a && b == other.b && c == other.c && d == other.d;
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return normal == other.normal && D == other.D;
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}
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// Returns true if 2 planes are different
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bool operator!= (const secplane_t &other) const
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{
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return a != other.a || b != other.b || c != other.c || d != other.d;
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return normal != other.normal || D != other.D;
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}
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// Moves a plane up/down by hdiff units
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void ChangeHeight(double hdiff)
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{
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d = d - fixed_t(hdiff * c);
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D = D - hdiff * normal.Z;
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}
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// Moves a plane up/down by hdiff units
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double GetChangedHeight(double hdiff)
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{
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return fD() - hdiff * fC();
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return D - hdiff * normal.Z;
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}
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// Returns how much this plane's height would change if d were set to oldd
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double HeightDiff(double oldd) const
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{
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return (oldd - fD()) * fiC();
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return (D - oldd) * negiC;
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}
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// Returns how much this plane's height would change if d were set to oldd
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double HeightDiff(double oldd, double newd) const
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{
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return (oldd - newd) * fiC();
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return (newd - oldd) * negiC;
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}
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double PointToDist(const DVector2 &xy, double z) const
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{
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return -(a * xy.X + b * xy.Y + c * z) / 65536.;
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return -(normal.X * xy.X + normal.Y * xy.Y + normal.Z * z);
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}
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double PointToDist(const vertex_t *v, double z) const
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{
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return -(a * v->fX() + b * v->fY() + c * z) / 65536.;
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return -(normal.X * v->fX() + normal.Y * v->fY() + normal.Z * z);
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}
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void SetAtHeight(fixed_t height, int ceiling)
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void SetAtHeight(double height, int ceiling)
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{
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a = b = 0;
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normal.X = normal.Y = 0;
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if (ceiling)
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{
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c = ic = -FRACUNIT;
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d = height;
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normal.Z = negiC = 1;
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D = height;
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}
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else
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{
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c = ic = FRACUNIT;
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d = -height;
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normal.Z = negiC = -1;
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D = -height;
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}
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}
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inline void SetAtHeight(double height, int ceiling)
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{
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SetAtHeight(FLOAT2FIXED(clamp(height, -32767., 32767.)), ceiling);
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}
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inline void SetAtHeight(fixed_t height, int ceiling) = delete;
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bool CopyPlaneIfValid (secplane_t *dest, const secplane_t *opp) const;
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@ -1568,7 +1568,7 @@ void R_DrawNormalPlane (visplane_t *pl, fixed_t alpha, bool additive, bool maske
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basexfrac = FixedMul (xscale, finecosine[planeang]) + x*xstepscale;
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baseyfrac = FixedMul (yscale, -finesine[planeang]) + x*ystepscale;
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planeheight = abs (int(pl->height.fD() * -pl->height.fiC() * 65536) - viewz);
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planeheight = abs (pl->height.Zat0() - viewz);
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GlobVis = FixedDiv (r_FloorVisibility, planeheight);
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if (fixedlightlev >= 0)
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