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Remove GlobVis global as it apparently wasn't very global!
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80e1844d6c
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5 changed files with 3 additions and 6 deletions
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@ -940,7 +940,7 @@ namespace swrenderer
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{
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{
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
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+ r_actualextralight);
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+ r_actualextralight);
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GlobVis = r_WallVisibility;
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double GlobVis = r_WallVisibility;
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rw_lightleft = float(GlobVis / WallC.sz1);
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rw_lightleft = float(GlobVis / WallC.sz1);
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rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
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rw_lightstep = float((GlobVis / WallC.sz2 - rw_lightleft) / (WallC.sx2 - WallC.sx1));
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}
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}
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@ -33,6 +33,7 @@ namespace swrenderer
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double planeheight;
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double planeheight;
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bool plane_shade;
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bool plane_shade;
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int planeshade;
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int planeshade;
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double GlobVis;
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fixed_t pviewx, pviewy;
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fixed_t pviewx, pviewy;
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fixed_t xscale, yscale;
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fixed_t xscale, yscale;
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double xstepscale, ystepscale;
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double xstepscale, ystepscale;
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@ -45,8 +45,6 @@ namespace swrenderer
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double r_SpriteVisibility;
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double r_SpriteVisibility;
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double r_ParticleVisibility;
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double r_ParticleVisibility;
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double GlobVis;
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FDynamicColormap *basecolormap; // [RH] colormap currently drawing with
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FDynamicColormap *basecolormap; // [RH] colormap currently drawing with
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int fixedlightlev;
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int fixedlightlev;
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FSWColormap *fixedcolormap;
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FSWColormap *fixedcolormap;
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@ -57,8 +57,6 @@ namespace swrenderer
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extern float r_TiltVisibility;
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extern float r_TiltVisibility;
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extern double r_SpriteVisibility;
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extern double r_SpriteVisibility;
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extern double GlobVis;
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extern int r_actualextralight;
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extern int r_actualextralight;
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extern bool foggy;
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extern bool foggy;
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extern int fixedlightlev;
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extern int fixedlightlev;
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@ -175,7 +175,7 @@ namespace swrenderer
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}
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}
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int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
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int shade = LIGHT2SHADE(spr->sector->lightlevel + r_actualextralight);
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GlobVis = r_WallVisibility;
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double GlobVis = r_WallVisibility;
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float lightleft = float(GlobVis / spr->wallc.sz1);
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float lightleft = float(GlobVis / spr->wallc.sz1);
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float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
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float lightstep = float((GlobVis / spr->wallc.sz2 - lightleft) / (spr->wallc.sx2 - spr->wallc.sx1));
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float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
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float light = lightleft + (x1 - spr->wallc.sx1) * lightstep;
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