- delay converting wall lightlevels to a shade until we hit the drawer
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parent
946f657a37
commit
66b5e6e2ee
11 changed files with 54 additions and 48 deletions
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@ -97,7 +97,7 @@ namespace swrenderer
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FDynamicColormap *basecolormap = GetColorTable(sec->Colormap, sec->SpecialColors[sector_t::walltop]); // [RH] Set basecolormap
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int wallshade = ds->shade;
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int lightlevel = ds->lightlevel;
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rw_lightstep = ds->lightstep;
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rw_light = ds->light + (x1 - ds->x1) * rw_lightstep;
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@ -113,8 +113,8 @@ namespace swrenderer
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[i];
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), ds->foggy, viewport);
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//bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
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break;
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}
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}
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@ -129,7 +129,7 @@ namespace swrenderer
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const short *mceilingclip = ds->sprtopclip - ds->x1;
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RenderFogBoundary renderfog;
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renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, wallshade, rw_light, rw_lightstep, basecolormap);
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renderfog.Render(Thread, x1, x2, mceilingclip, mfloorclip, LightVisibility::LightLevelToShade(lightlevel, ds->foggy, Thread->Viewport.get()), rw_light, rw_lightstep, basecolormap);
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if (ds->maskedtexturecol == nullptr)
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renderwall = false;
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@ -140,11 +140,11 @@ namespace swrenderer
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}
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if (renderwall)
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notrelevant = RenderWall(ds, x1, x2, walldrawerargs, columndrawerargs, visible, basecolormap, wallshade);
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notrelevant = RenderWall(ds, x1, x2, walldrawerargs, columndrawerargs, visible, basecolormap, lightlevel);
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if (ds->Has3DFloorFrontSectorWalls() || ds->Has3DFloorBackSectorWalls())
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{
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RenderFakeWallRange(ds, x1, x2, wallshade);
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RenderFakeWallRange(ds, x1, x2);
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}
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if (!notrelevant)
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{
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@ -153,7 +153,7 @@ namespace swrenderer
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}
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}
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bool RenderDrawSegment::RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int wallshade)
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bool RenderDrawSegment::RenderWall(DrawSegment *ds, int x1, int x2, WallDrawerArgs &walldrawerargs, SpriteDrawerArgs &columndrawerargs, bool visible, FDynamicColormap *basecolormap, int lightlevel)
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{
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auto renderstyle = DefaultRenderStyle();
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auto viewport = Thread->Viewport.get();
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@ -336,7 +336,7 @@ namespace swrenderer
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{
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if (cameraLight->FixedColormap() == nullptr && cameraLight->FixedLightLevel() < 0)
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{
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columndrawerargs.SetLight(basecolormap, rw_light, wallshade);
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columndrawerargs.SetLight(basecolormap, rw_light, lightlevel, ds->foggy, Thread->Viewport.get());
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}
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fixed_t iscale = xs_Fix<16>::ToFix(MaskedSWall[x] * MaskedScaleY);
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@ -413,14 +413,14 @@ namespace swrenderer
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GetMaskedWallTopBottom(ds, top, bot);
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RenderWallPart renderWallpart(Thread);
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renderWallpart.Render(walldrawerargs, frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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renderWallpart.Render(walldrawerargs, frontsector, curline, WallC, rw_pic, x1, x2, mceilingclip, mfloorclip, texturemid, MaskedSWall, maskedtexturecol, ds->yscale, top, bot, true, lightlevel, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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}
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return false;
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}
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// kg3D - render one fake wall
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void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int wallshade, FDynamicColormap *basecolormap, double clipTop, double clipBottom)
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void RenderDrawSegment::RenderFakeWall(DrawSegment *ds, int x1, int x2, F3DFloor *rover, int lightlevel, FDynamicColormap *basecolormap, double clipTop, double clipBottom)
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{
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int i;
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double xscale;
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@ -524,13 +524,13 @@ namespace swrenderer
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GetMaskedWallTopBottom(ds, top, bot);
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RenderWallPart renderWallpart(Thread);
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renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, wallshade, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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renderWallpart.Render(drawerargs, frontsector, curline, WallC, rw_pic, x1, x2, wallupper.ScreenY, walllower.ScreenY, texturemid, MaskedSWall, walltexcoords.UPos, yscale, top, bot, true, lightlevel, rw_offset, rw_light, rw_lightstep, nullptr, ds->foggy, basecolormap);
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RenderDecal::RenderDecals(Thread, curline->sidedef, ds, wallshade, rw_light, rw_lightstep, curline, WallC, ds->foggy, basecolormap, wallupper.ScreenY, walllower.ScreenY, true);
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RenderDecal::RenderDecals(Thread, curline->sidedef, ds, lightlevel, rw_light, rw_lightstep, curline, WallC, ds->foggy, basecolormap, wallupper.ScreenY, walllower.ScreenY, true);
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}
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// kg3D - walls of fake floors
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void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2, int wallshade)
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void RenderDrawSegment::RenderFakeWallRange(DrawSegment *ds, int x1, int x2)
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{
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FSoftwareTexture *const DONT_DRAW = ((FSoftwareTexture*)(intptr_t)-1);
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int i, j;
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@ -719,7 +719,7 @@ namespace swrenderer
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}
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// correct colors now
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FDynamicColormap *basecolormap = nullptr;
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wallshade = ds->shade;
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int lightlevel = ds->lightlevel;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() < 0)
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{
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@ -731,8 +731,8 @@ namespace swrenderer
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{
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lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
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//bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
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break;
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}
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}
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@ -745,8 +745,8 @@ namespace swrenderer
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{
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
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//bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
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break;
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}
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}
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@ -756,7 +756,7 @@ namespace swrenderer
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if (rw_pic != DONT_DRAW)
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{
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RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap, clipTop, clipBottom);
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RenderFakeWall(ds, x1, x2, fover ? fover : rover, lightlevel, basecolormap, clipTop, clipBottom);
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}
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else rw_pic = nullptr;
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break;
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@ -905,7 +905,7 @@ namespace swrenderer
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}
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// correct colors now
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FDynamicColormap *basecolormap = nullptr;
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wallshade = ds->shade;
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int lightlevel = ds->lightlevel;
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() < 0)
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{
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@ -918,7 +918,7 @@ namespace swrenderer
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lightlist_t *lit = &backsector->e->XFloor.lightlist[j];
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
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lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
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break;
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}
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}
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@ -932,7 +932,7 @@ namespace swrenderer
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lightlist_t *lit = &frontsector->e->XFloor.lightlist[j];
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basecolormap = GetColorTable(lit->extra_colormap, frontsector->SpecialColors[sector_t::walltop]);
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bool foggy = (level.fadeto || basecolormap->Fade || (level.flags & LEVEL_HASFADETABLE)); // [RH] set foggy flag
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wallshade = LightVisibility::LightLevelToShade(curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr), foggy, Thread->Viewport.get());
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lightlevel = curline->sidedef->GetLightLevel(ds->foggy, *lit->p_lightlevel, lit->lightsource != nullptr);
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break;
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}
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}
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@ -942,7 +942,7 @@ namespace swrenderer
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if (rw_pic != DONT_DRAW)
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{
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RenderFakeWall(ds, x1, x2, fover ? fover : rover, wallshade, basecolormap, clipTop, clipBottom);
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RenderFakeWall(ds, x1, x2, fover ? fover : rover, lightlevel, basecolormap, clipTop, clipBottom);
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}
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else
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{
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