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- added the out-of-bounds vertex handler to the secondary triangulator as well.
If SW does this, triangulation must not be attempted as it will inevitably fail.
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@ -350,6 +350,12 @@ bool SectorGeometry::MakeVertices2(unsigned int secnum, int plane, const FVector
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auto wallp = &wall[sline->startpoint];
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auto wallp = &wall[sline->startpoint];
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vertexes[j].p = { wallp->x * (1 / 16.), wallp->y * (1 / -16.) };
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vertexes[j].p = { wallp->x * (1 / 16.), wallp->y * (1 / -16.) };
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if (fabs(vertexes[j].p.X) > 32768.f || fabs(vertexes[j].p.Y) > 32768.f)
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{
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// If we get here there's some fuckery going around with the coordinates. Let's better abort and wait for things to realign.
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return true;
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}
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lines[j].backsector = nullptr;
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lines[j].backsector = nullptr;
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lines[j].frontsector = sectorp;
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lines[j].frontsector = sectorp;
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lines[j].linenum = j;
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lines[j].linenum = j;
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