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Fixes a problem where mirrors and masked walls wouldn't display under certain circumstances.
git-svn-id: https://svn.eduke32.com/eduke32@1262 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 1 additions and 2 deletions
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@ -1005,7 +1005,6 @@ static void polymer_displayrooms(int16_t dacursectnum)
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while (i < sec->wallnum)
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while (i < sec->wallnum)
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{
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{
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if ((wall[sec->wallptr + i].nextsector != -1) &&
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if ((wall[sec->wallptr + i].nextsector != -1) &&
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(!drawingstate[wall[sec->wallptr + i].nextsector]) &&
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(wallvisible(sec->wallptr + i)) &&
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(wallvisible(sec->wallptr + i)) &&
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(polymer_portalinfrustum(sec->wallptr + i, frustum)))
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(polymer_portalinfrustum(sec->wallptr + i, frustum)))
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{
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{
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@ -1022,7 +1021,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
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mirrorcount++;
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mirrorcount++;
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}
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}
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if (doquery)
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if (doquery && (!drawingstate[wall[sec->wallptr + i].nextsector]))
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{
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{
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bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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bglDepthMask(GL_FALSE);
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bglDepthMask(GL_FALSE);
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