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Non-wall sprites need their original depth checks
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1 changed files with 15 additions and 2 deletions
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@ -2076,9 +2076,22 @@ void R_DrawSprite (vissprite_t *spr)
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r1 = MAX<int> (ds->x1, x1);
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r1 = MAX<int> (ds->x1, x1);
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r2 = MIN<int> (ds->x2, x2);
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r2 = MIN<int> (ds->x2, x2);
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fixed_t neardepth, fardepth;
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if (!spr->bWallSprite)
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{
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if (ds->sz1 < ds->sz2)
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{
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neardepth = ds->sz1, fardepth = ds->sz2;
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}
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else
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{
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neardepth = ds->sz2, fardepth = ds->sz1;
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}
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}
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// Check if sprite is in front of draw seg:
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// Check if sprite is in front of draw seg:
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if (DMulScale32(spr->gy - ds->curline->v1->y, ds->curline->v2->x - ds->curline->v1->x,
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if ((!spr->bWallSprite && neardepth > spr->depth) || ((spr->bWallSprite || fardepth > spr->depth) &&
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ds->curline->v1->x - spr->gx, ds->curline->v2->y - ds->curline->v1->y) <= 0)
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DMulScale32(spr->gy - ds->curline->v1->y, ds->curline->v2->x - ds->curline->v1->x,
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ds->curline->v1->x - spr->gx, ds->curline->v2->y - ds->curline->v1->y) <= 0))
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{
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{
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// seg is behind sprite, so draw the mid texture if it has one
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// seg is behind sprite, so draw the mid texture if it has one
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if (ds->maskedtexturecol != -1 || ds->bFogBoundary)
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if (ds->maskedtexturecol != -1 || ds->bFogBoundary)
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