- renamed a few variables for clarity.
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44ad55602d
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b11c8fef57
10 changed files with 22 additions and 22 deletions
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@ -6728,7 +6728,7 @@ portnode_t *P_DelPortalnode(portnode_t *node)
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if (sp)
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sp->m_snext = sn;
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else
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node->m_portal->render_thinglist = sn;
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node->m_portal->lineportal_thinglist = sn;
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if (sn)
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sn->m_sprev = sp;
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@ -6770,10 +6770,10 @@ portnode_t *P_AddPortalnode(FLinePortal *s, AActor *thing, portnode_t *nextnode)
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// Add new node at head of portal thread starting at s->touching_thinglist
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node->m_sprev = NULL; // prev node on portal thread
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node->m_snext = s->render_thinglist; // next node on portal thread
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if (s->render_thinglist)
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node->m_snext = s->lineportal_thinglist; // next node on portal thread
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if (s->lineportal_thinglist)
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node->m_snext->m_sprev = node;
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s->render_thinglist = node;
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s->lineportal_thinglist = node;
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return node;
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}
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@ -6805,7 +6805,7 @@ void AActor::UpdateRenderSectorList()
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if (p.mType == PORTT_VISUAL) continue;
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if (bb.inRange(p.mOrigin) && bb.BoxOnLineSide(p.mOrigin))
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{
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render_portallist = P_AddPortalnode(&p, this, render_portallist);
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touching_lineportallist = P_AddPortalnode(&p, this, touching_lineportallist);
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}
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}
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}
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@ -6821,7 +6821,7 @@ void AActor::UpdateRenderSectorList()
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lasth = planeh;
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DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::ceiling);
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sec = P_PointInSector(newpos);
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render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
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touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist);
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}
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sec = Sector;
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lasth = FLT_MAX;
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@ -6833,25 +6833,25 @@ void AActor::UpdateRenderSectorList()
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lasth = planeh;
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DVector2 newpos = Pos() + sec->GetPortalDisplacement(sector_t::floor);
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sec = P_PointInSector(newpos);
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render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
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touching_sectorportallist = P_AddSecnode(sec, this, touching_sectorportallist, sec->sectorportal_thinglist);
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}
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}
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}
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void AActor::ClearRenderSectorList()
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{
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msecnode_t *node = render_sectorlist;
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msecnode_t *node = touching_sectorportallist;
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while (node)
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node = P_DelSecnode(node, §or_t::render_thinglist);
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render_sectorlist = NULL;
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node = P_DelSecnode(node, §or_t::sectorportal_thinglist);
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touching_sectorportallist = NULL;
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}
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void AActor::ClearRenderLineList()
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{
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portnode_t *node = render_portallist;
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portnode_t *node = touching_lineportallist;
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while (node)
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node = P_DelPortalnode(node);
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render_portallist = NULL;
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touching_lineportallist = NULL;
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}
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