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- sky clamping may only be done in Blood for now.
This needs a better solution.
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6 changed files with 10 additions and 22 deletions
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@ -32,13 +32,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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BEGIN_BLD_NS
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extern int g_useCwd;
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#ifndef APPNAME
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#define APPNAME "NBlood"
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#endif
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#ifndef APPBASENAME
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#define APPBASENAME "nblood"
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#endif
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#define BLOODWIDESCREENDEF "blood_widescreen.def"
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@ -2048,6 +2048,7 @@ static void polymost_flatskyrender(vec2f_t const* const dpxy, int32_t const n, i
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int y = ((int32_t)(((x0-ghalfx)*o.y)+fglobalang)>>(11-dapskybits));
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float fx = x0;
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if (playing_blood) method |= DAMETH_CLAMPED; // Hack to make Blood's skies show properly.
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do
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{
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globalpicnum = dapskyoff[y&((1<<dapskybits)-1)]+ti;
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@ -156,7 +156,7 @@ bool GLInstance::SetTextureInternal(int picnum, FTexture* tex, int palette, int
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auto mtex = LoadTexture(tex, TextureType, lookuppal);
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if (mtex)
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{
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auto sampler = method & DAMETH_SKY? SamplerClampXY : (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
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auto sampler = (method & DAMETH_CLAMPED) ? (sampleroverride != -1 ? sampleroverride : SamplerClampXY) : SamplerRepeat;
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if (TextureType == TT_INDEXED) sampler = sampler + SamplerNoFilterRepeat - SamplerRepeat;
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BindTexture(0, mtex, sampler);
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@ -29,3 +29,11 @@
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#define END_SW_NS
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#endif
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#ifndef APPNAME
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#define APPNAME "Demolition"
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#endif
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#ifndef APPBASENAME
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#define APPBASENAME "demolition"
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#endif
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@ -17,13 +17,6 @@ BEGIN_DUKE_NS
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extern int g_useCwd;
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#ifndef APPNAME
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#define APPNAME "EDuke32"
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#endif
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#ifndef APPBASENAME
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#define APPBASENAME "eduke32"
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#endif
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#define GAMEFLAG_DUKE 0x00000001
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#define GAMEFLAG_NAM 0x00000002
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@ -15,13 +15,6 @@ BEGIN_RR_NS
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extern int g_useCwd;
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#ifndef APPNAME
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#define APPNAME "Rednukem"
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#endif
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#ifndef APPBASENAME
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#define APPBASENAME "rednukem"
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#endif
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#define GAMEFLAG_DUKE 0x00000001
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#define GAMEFLAG_NAM 0x00000002
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