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- on closer inspection, do not draw skies on intra-sky lines ever - the renderer already takes care of this elsewhere.
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1 changed files with 2 additions and 13 deletions
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@ -179,13 +179,7 @@ void HWWall::SkyTop(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype *
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{
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if (bs->ceilingstat & CSTAT_SECTOR_SKY)
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{
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float c1, c2, f1, f2;
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PlanesAtPoint(bs, v1.X * 16.f, v1.Y * -16.f, &c1, &f1);
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PlanesAtPoint(bs, v2.X * 16.f, v2.Y * -16.f, &c2, &f2);
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// if the back sector is closed the sky must be drawn!
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if (c1 > f1 || c2 > f2) return;
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fs = bs; // draw sky from the backsector.
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return;
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}
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flags |= HWF_SKYHACK; // mid textures on such lines need special treatment!
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@ -232,17 +226,12 @@ void HWWall::SkyBottom(HWDrawInfo *di, walltype * seg,sectortype * fs,sectortype
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}
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else if (fs->floorstat & CSTAT_SECTOR_SKY)
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{
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float c1, c2, f1, f2;
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PlanesAtPoint(bs, v1.X * 16.f, v1.Y * -16.f, &c1, &f1);
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PlanesAtPoint(bs, v2.X * 16.f, v2.Y * -16.f, &c2, &f2);
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if (bs->floorstat & CSTAT_SECTOR_SKY)
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{
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// if the back sector is closed the sky must be drawn!
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if (c1 > f1 || c2 > f2) return;
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return;
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}
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flags |= HWF_SKYHACK; // mid textures on such lines need special treatment!
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fs = bs; // draw sky from the backsector.
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}
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else return;
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