- refactored sector portal data so that it does not rely on actors.
This is necessary because otherwise the level data cannot be serialized before the actors.
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3532dd9ea1
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082042818b
23 changed files with 410 additions and 284 deletions
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@ -693,7 +693,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
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fixed_t starty = viewy;
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fixed_t startz = viewz;
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DVector3 savedpath[2] = { ViewPath[0], ViewPath[1] };
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int savedvisibility = camera->renderflags & RF_INVISIBLE;
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int savedvisibility = camera? camera->renderflags & RF_INVISIBLE : 0;
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CurrentPortalUniq++;
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@ -746,7 +746,7 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
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viewz = FLOAT2FIXED(view.Z);
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viewangle = va.BAMs();
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if (!r_showviewer)
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if (!r_showviewer && camera)
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{
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double distp = (ViewPath[0] - ViewPath[1]).Length();
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if (distp > EQUAL_EPSILON)
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@ -802,11 +802,11 @@ void R_EnterPortal (PortalDrawseg* pds, int depth)
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InSubsector = NULL;
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R_RenderBSPNode (nodes + numnodes - 1);
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R_3D_ResetClip(); // reset clips (floor/ceiling)
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if (!savedvisibility) camera->renderflags &= ~RF_INVISIBLE;
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if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
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PlaneCycles.Clock();
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R_DrawPlanes ();
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R_DrawSkyBoxes ();
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R_DrawPortals ();
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PlaneCycles.Unclock();
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fixed_t vzp = viewz;
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@ -961,7 +961,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
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{
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PlaneCycles.Clock();
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R_DrawPlanes ();
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R_DrawSkyBoxes ();
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R_DrawPortals ();
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PlaneCycles.Unclock();
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// [RH] Walk through mirrors
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