Renderer floatification: Use floating point for visibility values
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6 changed files with 50 additions and 53 deletions
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@ -2312,8 +2312,8 @@ void R_NewWall (bool needlights)
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wallshade = LIGHT2SHADE(curline->sidedef->GetLightLevel(foggy, frontsector->lightlevel)
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+ r_actualextralight);
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GlobVis = r_WallVisibility;
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rw_lightleft = FLOAT2FIXED(FIXED2DBL(GlobVis) / WallC.sz1);
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rw_lightstep = (FLOAT2FIXED(FIXED2DBL(GlobVis) / WallC.sz2) - rw_lightleft) / (WallC.sx2 - WallC.sx1);
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rw_lightleft = FLOAT2FIXED(GlobVis / WallC.sz1);
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rw_lightstep = (FLOAT2FIXED(GlobVis / WallC.sz2) - rw_lightleft) / (WallC.sx2 - WallC.sx1);
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}
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else
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{
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