a thousand curses upon you polyobjects!
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9b7bf5e7d8
commit
21920112ee
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+18
-5
@@ -729,6 +729,9 @@ static void HWR_RenderPlane(subsector_t *subsector, extrasubsector_t *xsub, bool
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for (i = 0; i < subsector->numlines; i++, line++)
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{
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if (line->polyseg)
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continue;
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line_t* ld = line->linedef;
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// this check sucks and is a hotspot lel
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@@ -1308,16 +1311,26 @@ void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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const boolean noencore = (gl_linedef->flags & ML_TFERLINE);
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vs.x = (gl_curline->fv1.x);
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vs.y = (gl_curline->fv1.y);
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v1x = gl_curline->v1->x;
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v1y = gl_curline->v1->y;
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ve.x = (gl_curline->fv2.x);
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ve.y = (gl_curline->fv2.y);
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v2x = gl_curline->v2->x;
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v2y = gl_curline->v2->y;
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if (gl_curline->polyseg)
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{
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vs.x = FixedToFloat(v1x);
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vs.y = FixedToFloat(v1y);
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ve.x = FixedToFloat(v2x);
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ve.y = FixedToFloat(v2y);
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}
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else
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{
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vs.x = gl_curline->fv1.x;
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vs.y = gl_curline->fv1.y;
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ve.x = gl_curline->fv2.x;
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ve.y = gl_curline->fv2.y;
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}
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#define SLOPEPARAMS(slope, end1, end2, normalheight) \
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end1 = P_GetZAt(slope, v1x, v1y, normalheight); \
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end2 = P_GetZAt(slope, v2x, v2y, normalheight);
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