- renamed the WallMost functions because again: No more Build code -> no Build names!
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4 changed files with 33 additions and 33 deletions
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@ -430,7 +430,7 @@ static void ProcessStripedWall(int x1, int x2, short *uwal, short *dwal, float *
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// kg3D - fake floors instead of zdoom light list
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for (unsigned int i = 0; i < frontsector->e->XFloor.lightlist.Size(); i++)
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{
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int j = WallMost (most3, frontsector->e->XFloor.lightlist[i].plane, &WallC);
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int j = R_CreateWallSegmentYSloped (most3, frontsector->e->XFloor.lightlist[i].plane, &WallC);
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if (j != 3)
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{
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for (int j = x1; j < x2; ++j)
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@ -510,7 +510,7 @@ static void ProcessWallNP2(int x1, int x2, short *uwal, short *dwal, float *swal
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dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
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while (partition > bot)
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{
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int j = OWallMost(most3, partition - ViewPos.Z, &WallC);
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int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC);
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if (j != 3)
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{
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for (int j = x1; j < x2; ++j)
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@ -534,7 +534,7 @@ static void ProcessWallNP2(int x1, int x2, short *uwal, short *dwal, float *swal
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dc_texturemid = (partition - ViewPos.Z) * yrepeat + texheight;
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while (partition < top)
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{
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int j = OWallMost(most3, partition - ViewPos.Z, &WallC);
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int j = R_CreateWallSegmentY(most3, partition - ViewPos.Z, &WallC);
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if (j != 12)
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{
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for (int j = x1; j < x2; ++j)
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