- Make it more clear what bFakeBoundary did
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efb1a8d113
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3 changed files with 34 additions and 33 deletions
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@ -79,7 +79,7 @@ namespace swrenderer
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FDynamicColormap *patchstylecolormap = nullptr;
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bool visible = columndrawerargs.SetStyle(viewport, LegacyRenderStyles[additive ? STYLE_Add : STYLE_Translucent], alpha, 0, 0, patchstylecolormap);
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if (!visible && !ds->bFogBoundary && !ds->bFakeBoundary)
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if (!visible && !ds->bFogBoundary && !ds->Has3DFloorWalls())
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{
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return;
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}
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@ -139,7 +139,7 @@ namespace swrenderer
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if (ds->maskedtexturecol == nullptr)
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renderwall = false;
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}
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else if ((ds->bFakeBoundary && !(ds->bFakeBoundary & 4)) || !visible)
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else if ((ds->Has3DFloorWalls() && !ds->Has3DFloorMidTexture()) || !visible)
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{
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renderwall = false;
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}
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@ -147,7 +147,7 @@ namespace swrenderer
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if (renderwall)
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notrelevant = RenderWall(ds, x1, x2, walldrawerargs, columndrawerargs, visible, basecolormap, wallshade, wrap);
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if (ds->bFakeBoundary & 3)
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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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}
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@ -540,7 +540,7 @@ namespace swrenderer
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{
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return;
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}
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if ((ds->bFakeBoundary & 3) == 2)
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if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
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{
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sector_t *sec = backsector;
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backsector = frontsector;
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@ -709,7 +709,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() < 0)
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{
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if ((ds->bFakeBoundary & 3) == 2)
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if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
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{
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for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
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{
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@ -888,7 +888,7 @@ namespace swrenderer
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CameraLight *cameraLight = CameraLight::Instance();
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if (cameraLight->FixedLightLevel() < 0)
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{
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if ((ds->bFakeBoundary & 3) == 2)
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if (ds->Has3DFloorFrontSectorWalls() && !ds->Has3DFloorBackSectorWalls())
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{
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for (j = backsector->e->XFloor.lightlist.Size() - 1; j >= 0; j--)
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{
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