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- handle the wall sprite clipping properly.
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028a196777
commit
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1 changed files with 8 additions and 6 deletions
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@ -1094,28 +1094,30 @@ void HWWall::ProcessWallSprite(HWDrawInfo* di, spritetype* spr, sectortype* sect
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auto zz = zbottom[0];
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zbottom[0] = zbottom[1] = ztop[0];
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ztop[0] = ztop[1] = zz;
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tcs[UPLFT].v = tcs[UPRGT].v = 1.f - tcs[UPLFT].v;
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tcs[LOLFT].v = tcs[LORGT].v = 1.f - tcs[LOLFT].v;
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}
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// Clip sprites to ceilings/floors
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float origz = zbottom[0];
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float polyh = (ztop[0] - origz);
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if (!(sector->ceilingstat & CSTAT_SECTOR_SKY))
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{
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float polyh = (ztop[0] - zbottom[0]);
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float ceilingz = sector->ceilingz * (1 / -256.f);
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if (ceilingz < ztop[0] && ceilingz > zbottom[0])
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{
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float newv = (ceilingz - origz) / polyh;
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tcs[UPLFT].v = tcs[UPRGT].v = newv;
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float newv = (ceilingz - zbottom[0]) / polyh;
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tcs[UPLFT].v = tcs[UPRGT].v = tcs[LOLFT].v + newv * (tcs[UPLFT].v - tcs[LOLFT].v);
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ztop[0] = ztop[1] = ceilingz;
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}
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}
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if (!(sector->floorstat & CSTAT_SECTOR_SKY))
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{
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float polyh = (ztop[0] - zbottom[0]);
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float floorz = sector->floorz * (1 / -256.f);
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if (floorz < ztop[0] && floorz > zbottom[0])
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{
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float newv = (floorz - origz) / polyh;
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tcs[LOLFT].v = tcs[LORGT].v = newv;
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float newv = (floorz - zbottom[0]) / polyh;
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tcs[LOLFT].v = tcs[LORGT].v = tcs[LOLFT].v + newv * (tcs[UPLFT].v - tcs[LOLFT].v);
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zbottom[0] = zbottom[1] = floorz;
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}
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}
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