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- Fixed: Masked mid textures should get their light level from the frontsector they reference,
not from the sector they appear in. SVN r3935 (trunk)
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1 changed files with 14 additions and 1 deletions
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@ -2427,7 +2427,20 @@ void R_StoreWallRange (int start, int stop)
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}
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}
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ds_p->light = rw_light;
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ds_p->light = rw_light;
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ds_p->lightstep = rw_lightstep;
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ds_p->lightstep = rw_lightstep;
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// Masked midtextures should get the light level from the sector they reference,
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// not from the current subsector, which is what the current wallshade value
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// comes from. We make an exeption for polyobjects, however, since their "home"
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// sector should be whichever one they move into.
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if (curline->sidedef->Flags & WALLF_POLYOBJ)
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{
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ds_p->shade = wallshade;
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ds_p->shade = wallshade;
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}
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else
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{
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ds_p->shade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, curline->frontsector->lightlevel)
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+ r_actualextralight);
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}
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if (ds_p->bFogBoundary || ds_p->maskedtexturecol != -1)
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if (ds_p->bFogBoundary || ds_p->maskedtexturecol != -1)
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{
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{
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