Use consistant right-edge rules in the renderer.
- The original Doom renderer was inclusive for all right edges. This was fine for the wonky projection it did. This was not fine for a standard perspective divide, so I had to change walls to be right-edge exclusive when I changed the projection. I only touched what was needed. Until now. The right edge is always exclusive now, which should prevent any more bugs related to mixing the two clusivities incorrectly.
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6 changed files with 105 additions and 112 deletions
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@ -541,7 +541,7 @@ void R_AddLine (seg_t *line)
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if (WallC.Init(tx1, ty1, tx2, ty2, 32))
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return;
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if (WallC.sx1 > WindowRight || WallC.sx2 < WindowLeft)
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if (WallC.sx1 >= WindowRight || WallC.sx2 <= WindowLeft)
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return;
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if (line->linedef == NULL)
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