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- don't use Build's clipping code to clip automap parts to the screen.
Not really surprisingly this is not compatible with a real triangulator. Fortunately it's also not really needed.
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1 changed files with 0 additions and 14 deletions
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@ -8346,15 +8346,9 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
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npoints++;
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}
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if (npoints > 0) xb1[npoints-1] = l; //overwrite point2
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if ((i&0xf0) != 0xf0) continue;
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vec2_t bak = { rx1[0], mulscale16(ry1[0]-(ydim<<11),xyaspect)+(ydim<<11) };
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if (i&0x0f)
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{
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npoints = clippoly(npoints,i);
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if (npoints < 3) continue;
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}
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//Collect floor sprites to draw
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for (i=headspritesect[s]; i>=0; i=nextspritesect[i])
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@ -8421,8 +8415,6 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
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calc_globalshifts();
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sethlinesizes(picsiz[globalpicnum]&15,picsiz[globalpicnum]>>4,globalbufplc);
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if ((globalorientation&0x4) > 0)
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{
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i = globalposx; globalposx = -globalposy; globalposy = -i;
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@ -8495,15 +8487,9 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
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i |= getclipmask(x-c1.x,c2.x-x,y-c1.y,c2.y-y);
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rx1[3] = x; ry1[3] = y;
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if ((i&0xf0) != 0xf0) continue;
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vec2_t bak = { rx1[0], mulscale16(ry1[0] - (ydim << 11), xyaspect) + (ydim << 11) };
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if (i&0x0f)
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{
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npoints = clippoly(npoints,i);
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if (npoints < 3) continue;
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}
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globalpicnum = spr->picnum;
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globalpal = spr->pal; // GL needs this, software doesn't
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