Polymer: don't draw masked walls with void tile. DONT_BUILD.

This prevents displaying W_FORCEFIELD+1 masks (as e.g. in front of viewscreens)
completely black with ART mapping. The old behavior, which is inconsistent with
classic, is kept for one-sided masked walls, though.

git-svn-id: https://svn.eduke32.com/eduke32@4830 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2014-12-20 13:36:40 +00:00
parent b716534104
commit b4472f60d1

View file

@ -1794,7 +1794,12 @@ static void polymer_displayrooms(const int16_t dacursectnum)
} }
if ((wall[sec->wallptr + i].cstat & 48) == 16) if ((wall[sec->wallptr + i].cstat & 48) == 16)
{
int pic = wall[sec->wallptr + i].overpicnum;
if (tilesiz[pic].x > 0 && tilesiz[pic].y > 0)
localmaskwall[localmaskwallcnt++] = sec->wallptr + i; localmaskwall[localmaskwallcnt++] = sec->wallptr + i;
}
if (!depth && (overridematerial & prprogrambits[PR_BIT_MIRROR_MAP].bit) && if (!depth && (overridematerial & prprogrambits[PR_BIT_MIRROR_MAP].bit) &&
wall[sec->wallptr + i].overpicnum == 560 && wall[sec->wallptr + i].overpicnum == 560 &&