Use != 0 after ANDing with the relevant flags

This is mostly a "just in case" measure, in case I did something wrong with the previous commits.
This commit is contained in:
Kevin Caccamo 2020-01-11 02:44:27 -05:00 committed by Christoph Oelckers
parent 2ff92e91d2
commit d73a5f5e16

View file

@ -230,7 +230,7 @@ void HWWall::SkyTop(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,vert
{
if (fs->GetTexture(sector_t::ceiling)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw || bs->MoreFlags & SECMF_NOSKYWALLS || seg->linedef->flags & ML_NOSKYWALLS) return;
if (bs->special == GLSector_NoSkyDraw || (bs->MoreFlags & SECMF_NOSKYWALLS) != 0 || (seg->linedef->flags & ML_NOSKYWALLS) != 0) return;
if (bs->GetTexture(sector_t::ceiling)==skyflatnum)
{
// if the back sector is closed the sky must be drawn!
@ -324,7 +324,7 @@ void HWWall::SkyBottom(HWDrawInfo *di, seg_t * seg,sector_t * fs,sector_t * bs,v
{
if (fs->GetTexture(sector_t::floor)==skyflatnum)
{
if (bs->special == GLSector_NoSkyDraw || bs->MoreFlags & SECMF_NOSKYWALLS || seg->linedef->flags & ML_NOSKYWALLS) return;
if (bs->special == GLSector_NoSkyDraw || (bs->MoreFlags & SECMF_NOSKYWALLS) != 0 || (seg->linedef->flags & ML_NOSKYWALLS) != 0) return;
FTexture * tex = TexMan.GetTexture(seg->sidedef->GetTexture(side_t::bottom), true);
// For lower skies the normal logic only applies to walls with no lower texture.