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- fixed issue with constantly regenerating sector ceiling triangle meshes.
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1 changed files with 3 additions and 2 deletions
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@ -305,7 +305,7 @@ void SectorGeometry::ValidateSector(unsigned int secnum, int plane)
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sec->floorypan_ == compare->floorypan_ &&
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sec->floorz == compare->floorz &&
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wall[sec->wallptr].pos == data[secnum].poscompare &&
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wall[wall[sec->wallptr].point2].pos == data[secnum].poscompare &&
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wall[wall[sec->wallptr].point2].pos == data[secnum].poscompare2 &&
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!(sec->dirty & 1) && data[secnum].planes[plane].vertices.Size() ) return;
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sec->dirty &= ~1;
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@ -318,7 +318,8 @@ void SectorGeometry::ValidateSector(unsigned int secnum, int plane)
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sec->ceilingxpan_ == compare->ceilingxpan_ &&
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sec->ceilingypan_ == compare->ceilingypan_ &&
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sec->ceilingz == compare->ceilingz &&
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wall[wall[sec->wallptr].point2].pos == data[secnum].poscompare &&
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wall[sec->wallptr].pos == data[secnum].poscompare &&
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wall[wall[sec->wallptr].point2].pos == data[secnum].poscompare2 &&
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!(sec->dirty & 2) && data[secnum].planes[plane].vertices.Size()) return;
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sec->dirty &= ~2;
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