- more cleanup on portal implementation:
- store portal data in a separate structure. - store portal data in savegames because some of this will be changeable later. - run a cleanup pass after all portals have been created to weed out broken ones. - add a definition type that's compatible with Eternity Engine's line portal types. - swapped arg[2] and arg[3] of Line_SetPortal, because the type is more significant than the alignment.
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@ -99,7 +99,7 @@ static BYTE FakeSide;
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int WindowLeft, WindowRight;
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WORD MirrorFlags;
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TArray<PortalDrawseg> WallPortals;
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TArray<PortalDrawseg> WallPortals(1000); // note: this array needs to go away as reallocation can cause crashes.
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static subsector_t *InSubsector;
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