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Flip which sidedef the 3d floor walls belong to
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1 changed files with 9 additions and 9 deletions
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@ -332,20 +332,20 @@ void DoomLevelSubmesh::Create3DFloorWallSurfaces(std::map<LightmapTileBinding, i
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FVector2 v1 = side->V1(doomMap);
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FVector2 v2 = side->V2(doomMap);
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float v1Top = (float)front->ceilingplane.ZatPoint(v1);
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float v1Bottom = (float)front->floorplane.ZatPoint(v1);
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float v2Top = (float)front->ceilingplane.ZatPoint(v2);
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float v2Bottom = (float)front->floorplane.ZatPoint(v2);
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float v1Top = (float)back->ceilingplane.ZatPoint(v1);
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float v1Bottom = (float)back->floorplane.ZatPoint(v1);
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float v2Top = (float)back->ceilingplane.ZatPoint(v2);
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float v2Bottom = (float)back->floorplane.ZatPoint(v2);
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for (unsigned int j = 0; j < front->x3dfloors.Size(); j++)
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for (unsigned int j = 0; j < back->x3dfloors.Size(); j++)
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{
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IntSector* xfloor = front->x3dfloors[j];
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IntSector* xfloor = back->x3dfloors[j];
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// Don't create a line when both sectors have the same 3d floor
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bool bothSides = false;
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for (unsigned int k = 0; k < back->x3dfloors.Size(); k++)
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for (unsigned int k = 0; k < front->x3dfloors.Size(); k++)
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{
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if (back->x3dfloors[k] == xfloor)
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if (front->x3dfloors[k] == xfloor)
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{
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bothSides = true;
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break;
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@ -377,7 +377,7 @@ void DoomLevelSubmesh::Create3DFloorWallSurfaces(std::map<LightmapTileBinding, i
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verts[2].z = trZ;
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verts[3].z = tlZ;
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surf.SectorGroup = LevelMesh->sectorGroup[front->Index(doomMap)];
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surf.SectorGroup = LevelMesh->sectorGroup[back->Index(doomMap)];
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surf.Texture = side->GetTexture(WallPart::MIDDLE);
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AddWallVertices(surf, verts);
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