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https://github.com/ZDoom/raze-gles.git
synced 2025-01-13 19:40:43 +00:00
- added render workaround for CP07.
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parent
d8b808576f
commit
d206a767b2
8 changed files with 185 additions and 17 deletions
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@ -37,6 +37,7 @@
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#include "printf.h"
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#include "c_dispatch.h"
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#include "md4.h"
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#include "hw_sections.h"
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static TArray<usermaphack_t> usermaphacks;
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TArray<int> blockingpairs[MAXWALLS];
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@ -173,6 +174,16 @@ static int32_t LoadMapHack(const char *filename)
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wall[currentwall].overpicnum = sc.Number;
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}
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}
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else if (sc.Compare("split"))
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{
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int start = -1, end = -1;
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if (sc.CheckNumber()) start = sc.Number;
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if (sc.CheckNumber()) end = sc.Number;
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if (end >= 0 && validateSector())
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{
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hw_SetSplitSector(currentsector, start, end);
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}
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}
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else if (sc.Compare("clearflags"))
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{
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if (currentsector != -1 && validateSector())
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@ -453,6 +453,8 @@ void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang,
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G_LoadMapHack(filename, md4);
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setWallSectors();
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hw_BuildSections();
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sectorGeometry.SetSize(numsections);
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memcpy(wallbackup, wall, sizeof(wallbackup));
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memcpy(sectorbackup, sector, sizeof(sectorbackup));
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@ -491,5 +493,4 @@ void setWallSectors()
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wall[sector[i].wallptr + w].sector = i;
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}
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}
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sectorGeometry.SetSize(numsectors);
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}
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@ -48,6 +48,10 @@ TArray<int> sectionspersector[MAXSECTORS]; // reverse map, mainly for the automa
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int numsections;
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int numsectionlines;
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void hw_SplitSector(int sector, int startpos, int endpos);
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TArray<int> splits;
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void hw_BuildSections()
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{
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@ -72,4 +76,146 @@ void hw_BuildSections()
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sectionspersector[i].Resize(1);
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sectionspersector[i][0] = i;
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}
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}
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for (unsigned i = 0; i < splits.Size(); i += 3)
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hw_SplitSector(splits[i], splits[i + 1], splits[i + 2]);
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}
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static void SplitSection(int section, int start, int end)
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{
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// note: to do this, the sector's lines must be well ordered and there must only be one outline and no holes.
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// This also can only apply a single split to a given sector.
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int firstsection = numsections++;
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int secondsection = numsections++;
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auto& sect = sections[section];
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Section* sect1 = §ions[firstsection];
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Section* sect2 = §ions[secondsection];
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sect1->sector = sect.sector;
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sect2->sector = sect.sector;
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sect1->lines.Clear();
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sect2->lines.Clear();
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for (int aline : sect.lines)
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{
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int line = sectionLines[aline].wall;
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if (line < start || line >= end)
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{
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sect1->lines.Push(aline);
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}
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if (line == start)
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{
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sect1->lines.Push(-1);
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sect2->lines.Push(-1);
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}
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if (line >= start && line < end)
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{
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sect2->lines.Push(aline);
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}
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}
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int firstnewline = numsectionlines;
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int thisline = numsectionlines;
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int splitline1, splitline2;
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//numsectionlines += sect1->lines.Size() + 1;
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for (unsigned i = 0; i < sect1->lines.Size(); i++)// auto& sline : sect1->lines)
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{
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int sline = sect1->lines[i];
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sect1->lines[i] = thisline;
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if (sline != -1)
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{
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SectionLine& newline = sectionLines[thisline];
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newline = sectionLines[sline];
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newline.section = int16_t(sect1 - sections);
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if (i != sect1->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
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else newline.point2index = 0;
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assert(newline.point2index >= 0);
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// relink the partner
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auto& partnerline = sectionLines[newline.partner];
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partnerline.partner = thisline;
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partnerline.partnersection = newline.section;
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thisline++;
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}
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else
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{
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splitline1 = thisline++;
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sectionLines[splitline1].wall = -1;
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sectionLines[splitline1].section = int16_t(sect1 - sections);
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sectionLines[splitline1].partnersection = int16_t(sect2 - sections);
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sectionLines[splitline1].startpoint = start;
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sectionLines[splitline1].endpoint = end;
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sectionLines[splitline1].point2index = splitline1 + 1 - firstnewline;
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}
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}
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firstnewline = thisline;
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for (unsigned i = 0; i < sect2->lines.Size(); i++)// auto& sline : sect1->lines)
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{
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int sline = sect2->lines[i];
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sect2->lines[i] = thisline;
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if (sline != -1)
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{
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SectionLine& newline = sectionLines[thisline];
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newline = sectionLines[sline];
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newline.section = int16_t(sect2 - sections);
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if (i != sect2->lines.Size() - 1) newline.point2index = thisline + 1 - firstnewline;
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else newline.point2index = 0;
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assert(newline.point2index >= 0);
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// relink the partner
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auto& partnerline = sectionLines[newline.partner];
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partnerline.partner = thisline;
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partnerline.partnersection = newline.section;
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thisline++;
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}
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else
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{
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splitline2 = thisline++;
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sectionLines[splitline2].wall = -1;
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sectionLines[splitline2].section = int16_t(sect2 - sections);
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sectionLines[splitline2].partnersection = int16_t(sect1 - sections);
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sectionLines[splitline2].startpoint = end;
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sectionLines[splitline2].endpoint = start;
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sectionLines[splitline2].point2index = splitline2 + 1 - firstnewline;
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}
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}
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sectionLines[splitline1].partner = splitline2;
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sectionLines[splitline2].partner = splitline1;
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sectionspersector[sect.sector].Resize(2);
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sectionspersector[sect.sector][0] = int16_t(sect1 - sections);
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sectionspersector[sect.sector][1] = int16_t(sect2 - sections);
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}
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void hw_SplitSector(int sectnum, int start, int end)
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{
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int wallstart = sector[sectnum].wallptr;
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int wallend = wallstart + sector[sectnum].wallnum;
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if (start < wallstart || start >= wallend || end < wallstart || end >= wallend || end < start) return;
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for (unsigned i = 0; i < sectionspersector[sectnum].Size(); i++)
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{
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int sect = sectionspersector[sectnum][i];
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bool foundstart = false, foundend = false;
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for (int aline : sections[sect].lines)
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{
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int line = sectionLines[aline].wall;
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if (line == start) foundstart = true;
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if (line == end) foundend = true;
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}
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if (foundstart && foundend)
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{
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sectionspersector->Delete(i);
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SplitSection(sect, start, end);
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return;
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}
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}
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}
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void hw_SetSplitSector(int sectnum, int start, int end)
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{
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splits.Push(sectnum);
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splits.Push(start);
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splits.Push(end);
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}
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@ -29,3 +29,4 @@ extern int numsectionlines;
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void hw_BuildSections();
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void hw_SetSplitSector(int sector, int startpos, int endpos);
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@ -283,24 +283,27 @@ void BunchDrawer::ProcessBunch(int bnch)
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if (clipped & CL_Draw)
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{
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for (auto p : blockingpairs[i]) blockwall.Set(sectionLines[p].wall);
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show2dwall.Set(sectionLines[i].wall);
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if (!gotwall[i])
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int ww = sectionLines[i].wall;
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if (ww != -1)
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{
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gotwall.Set(i);
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ClipWall.Unclock();
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Bsp.Unclock();
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SetupWall.Clock();
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for (auto p : blockingpairs[ww]) blockwall.Set(sectionLines[p].wall);
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show2dwall.Set(ww);
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HWWall hwwall;
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int j = sectionLines[i].wall;
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hwwall.Process(di, &wall[j], §or[bunch->sectnum], wall[j].nextsector < 0 ? nullptr : §or[wall[j].nextsector]);
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rendered_lines++;
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if (!gotwall[i])
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{
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gotwall.Set(i);
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ClipWall.Unclock();
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Bsp.Unclock();
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SetupWall.Clock();
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SetupWall.Unclock();
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Bsp.Clock();
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ClipWall.Clock();
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HWWall hwwall;
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hwwall.Process(di, &wall[ww], §or[bunch->sectnum], wall[ww].nextsector < 0 ? nullptr : §or[wall[ww].nextsector]);
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rendered_lines++;
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SetupWall.Unclock();
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Bsp.Clock();
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ClipWall.Clock();
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}
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}
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}
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@ -58,6 +58,7 @@
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#include "gamefuncs.h"
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#include "render.h"
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#include "hw_sections.h"
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#include "sectorgeometry.h"
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#include <zlib.h>
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@ -641,6 +642,7 @@ void SerializeMap(FSerializer& arc)
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{
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setWallSectors();
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hw_BuildSections();
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sectorGeometry.SetSize(numsections);
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}
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}
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@ -33,6 +33,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "raze_sound.h"
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#include "gamefuncs.h"
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#include "hw_sections.h"
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#include "sectorgeometry.h"
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#include "blood.h"
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@ -1069,6 +1070,7 @@ void dbLoadMap(const char *pPath, int *pX, int *pY, int *pZ, short *pAngle, shor
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setWallSectors();
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hw_BuildSections();
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sectorGeometry.SetSize(numsections);
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memcpy(wallbackup, wall, sizeof(wallbackup));
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memcpy(sectorbackup, sector, sizeof(sectorbackup));
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}
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@ -0,0 +1,2 @@
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// CP07 sector bleeds into another area.
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sector 33 split 192 196
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