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- Build must draw the sky for completely closed sectors as well.
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1 changed files with 2 additions and 5 deletions
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@ -944,11 +944,8 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
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float zalign = 0.f;
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float zalign = 0.f;
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if (fch1 > ffh1 || fch2 > ffh2)
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SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2);
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{
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SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2);
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SkyTop(di, wal, frontsector, backsector, v1, v2, fch1, fch2);
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SkyBottom(di, wal, frontsector, backsector, v1, v2, ffh1, ffh2);
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}
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// upper texture
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// upper texture
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if (!(frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY))
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if (!(frontsector->ceilingstat & backsector->ceilingstat & CSTAT_SECTOR_SKY))
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