mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 04:20:45 +00:00
- added a map patch for SW:WT's 'skyline' map.
This contains a badly tagged sky sector that makes the new renderer glitch out.
This commit is contained in:
parent
1201cc71ef
commit
ea91b5ba5d
2 changed files with 5 additions and 5 deletions
|
@ -902,8 +902,6 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// note: we always have a valid sidedef and linedef reference when getting here.
|
|
||||||
|
|
||||||
this->seg = wal;
|
this->seg = wal;
|
||||||
this->frontsector = frontsector;
|
this->frontsector = frontsector;
|
||||||
this->backsector = backsector;
|
this->backsector = backsector;
|
||||||
|
@ -911,9 +909,6 @@ void HWWall::Process(HWDrawInfo* di, walltype* wal, sectortype* frontsector, sec
|
||||||
vertindex = 0;
|
vertindex = 0;
|
||||||
vertcount = 0;
|
vertcount = 0;
|
||||||
|
|
||||||
//vertexes[0] = v1;
|
|
||||||
//vertexes[1] = v2;
|
|
||||||
|
|
||||||
glseg.x1 = v1.X;
|
glseg.x1 = v1.X;
|
||||||
glseg.y1 = v1.Y;
|
glseg.y1 = v1.Y;
|
||||||
glseg.x2 = v2.X;
|
glseg.x2 = v2.X;
|
||||||
|
|
|
@ -359,6 +359,11 @@ void InitLevel(MapRecord *maprec)
|
||||||
// silence a misplaced and *very* annoying ambient sound.
|
// silence a misplaced and *very* annoying ambient sound.
|
||||||
if (sprite[442].picnum == ST1 && sprite[442].hitag == 1002 && sprite[442].lotag == 31) sprite[442].lotag = -1;
|
if (sprite[442].picnum == ST1 && sprite[442].hitag == 1002 && sprite[442].lotag == 31) sprite[442].lotag = -1;
|
||||||
}
|
}
|
||||||
|
if (!maprec->labelName.CompareNoCase("$volcano") && !maprec->name.CompareNoCase("$TXTS_W_MAP10"))
|
||||||
|
{
|
||||||
|
// fix badly tagged sector that can glitch out.
|
||||||
|
if (sector[118].ceilingstat == 37 && sector[118].ceilingpicnum == 317) sector[118].ceilingstat &= ~CSTAT_SECTOR_SKY;
|
||||||
|
}
|
||||||
SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
|
SECRET_SetMapName(currentLevel->DisplayName(), currentLevel->name);
|
||||||
STAT_NewLevel(currentLevel->fileName);
|
STAT_NewLevel(currentLevel->fileName);
|
||||||
Player[0].angle.ang = buildang(ang);
|
Player[0].angle.ang = buildang(ang);
|
||||||
|
|
Loading…
Reference in a new issue