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Polymer: don't draw masked walls with void tile. DONT_BUILD.
This prevents displaying W_FORCEFIELD+1 masks (as e.g. in front of viewscreens) completely black with ART mapping. The old behavior, which is inconsistent with classic, is kept for one-sided masked walls, though. git-svn-id: https://svn.eduke32.com/eduke32@4830 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 6 additions and 1 deletions
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@ -1794,7 +1794,12 @@ static void polymer_displayrooms(const int16_t dacursectnum)
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}
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}
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if ((wall[sec->wallptr + i].cstat & 48) == 16)
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if ((wall[sec->wallptr + i].cstat & 48) == 16)
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{
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int pic = wall[sec->wallptr + i].overpicnum;
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if (tilesiz[pic].x > 0 && tilesiz[pic].y > 0)
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localmaskwall[localmaskwallcnt++] = sec->wallptr + i;
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localmaskwall[localmaskwallcnt++] = sec->wallptr + i;
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}
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if (!depth && (overridematerial & prprogrambits[PR_BIT_MIRROR_MAP].bit) &&
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if (!depth && (overridematerial & prprogrambits[PR_BIT_MIRROR_MAP].bit) &&
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wall[sec->wallptr + i].overpicnum == 560 &&
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wall[sec->wallptr + i].overpicnum == 560 &&
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