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https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 07:11:54 +00:00
- removed unused GLFLat::sub and all codes depending on it a valid pointer.
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parent
6755cb2a25
commit
f6544f3c44
3 changed files with 70 additions and 97 deletions
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@ -647,35 +647,27 @@ void GLFlat::DrawSubsectorLights(subsector_t * sub, int pass)
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void GLFlat::DrawLightsCompat(int pass)
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{
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gl_RenderState.Apply();
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if (sub)
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// Draw the subsectors belonging to this sector
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for (int i = 0; i<sector->subsectorcount; i++)
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{
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// This represents a single subsector
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DrawSubsectorLights(sub, pass);
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}
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else
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{
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// Draw the subsectors belonging to this sector
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for (int i = 0; i<sector->subsectorcount; i++)
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub - subsectors] & renderflags)
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{
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub - subsectors] & renderflags)
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{
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DrawSubsectorLights(sub, pass);
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}
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DrawSubsectorLights(sub, pass);
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}
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}
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR) ?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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while (node)
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR) ?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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while (node)
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{
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DrawSubsectorLights(node->sub, pass);
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node = node->next;
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}
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DrawSubsectorLights(node->sub, pass);
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node = node->next;
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}
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}
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}
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@ -204,35 +204,27 @@ void GLFlat::ProcessLights(bool istrans)
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{
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dynlightindex = GLRenderer->mLights->GetIndexPtr();
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if (sub)
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// Draw the subsectors belonging to this sector
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for (int i=0; i<sector->subsectorcount; i++)
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{
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// This represents a single subsector
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SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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}
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else
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{
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// Draw the subsectors belonging to this sector
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for (int i=0; i<sector->subsectorcount; i++)
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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}
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SetupSubsectorLights(GLPASS_LIGHTSONLY, sub);
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}
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}
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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while (node)
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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while (node)
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{
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SetupSubsectorLights(GLPASS_LIGHTSONLY, node->sub);
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node = node->next;
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}
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SetupSubsectorLights(GLPASS_LIGHTSONLY, node->sub);
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node = node->next;
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}
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}
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}
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@ -249,60 +241,51 @@ void GLFlat::DrawSubsectors(int pass, bool processlights, bool istrans)
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int dli = dynlightindex;
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gl_RenderState.Apply();
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if (sub)
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if (vboindex >= 0)
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{
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// This represents a single subsector
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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DrawSubsector(sub);
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}
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else
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{
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if (vboindex >= 0)
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int index = vboindex;
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for (int i=0; i<sector->subsectorcount; i++)
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{
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int index = vboindex;
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for (int i=0; i<sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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drawcalls.Clock();
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glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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drawcalls.Unclock();
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flatvertices += sub->numlines;
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flatprimitives++;
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}
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index += sub->numlines;
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}
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}
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else
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{
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// Draw the subsectors belonging to this sector
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for (int i=0; i<sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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DrawSubsector(sub);
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}
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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drawcalls.Clock();
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glDrawArrays(GL_TRIANGLE_FAN, index, sub->numlines);
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drawcalls.Unclock();
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flatvertices += sub->numlines;
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flatprimitives++;
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}
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index += sub->numlines;
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}
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}
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else
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{
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// Draw the subsectors belonging to this sector
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for (int i=0; i<sector->subsectorcount; i++)
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{
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subsector_t * sub = sector->subsectors[i];
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if (gl_drawinfo->ss_renderflags[sub-subsectors]&renderflags || istrans)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, sub, &dli);
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DrawSubsector(sub);
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}
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}
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}
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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// Draw the subsectors assigned to it due to missing textures
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if (!(renderflags&SSRF_RENDER3DPLANES))
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{
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gl_subsectorrendernode * node = (renderflags&SSRF_RENDERFLOOR)?
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gl_drawinfo->GetOtherFloorPlanes(sector->sectornum) :
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gl_drawinfo->GetOtherCeilingPlanes(sector->sectornum);
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while (node)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, node->sub, &dli);
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DrawSubsector(node->sub);
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node = node->next;
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}
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while (node)
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{
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if (processlights) SetupSubsectorLights(GLPASS_ALL, node->sub, &dli);
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DrawSubsector(node->sub);
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node = node->next;
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}
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}
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}
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@ -565,7 +548,6 @@ void GLFlat::ProcessSector(sector_t * frontsector)
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// Get the real sector for this one.
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sector = §ors[frontsector->sectornum];
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extsector_t::xfloor &x = sector->e->XFloor;
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this->sub = NULL;
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dynlightindex = -1;
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byte &srf = gl_drawinfo->sectorrenderflags[sector->sectornum];
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@ -288,7 +288,6 @@ public:
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friend struct GLDrawList;
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sector_t * sector;
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subsector_t * sub; // only used for translucent planes
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float dz; // z offset for rendering hacks
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float z; // the z position of the flat (only valid for non-sloped planes)
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FMaterial *gltexture;
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