Renderer floatification: Use floating point for geometry Zs
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3 changed files with 24 additions and 26 deletions
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@ -78,10 +78,10 @@ extern short wallbottom[MAXWIDTH];
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extern short wallupper[MAXWIDTH];
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extern short walllower[MAXWIDTH];
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fixed_t rw_backcz1, rw_backcz2;
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fixed_t rw_backfz1, rw_backfz2;
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fixed_t rw_frontcz1, rw_frontcz2;
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fixed_t rw_frontfz1, rw_frontfz2;
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double rw_backcz1, rw_backcz2;
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double rw_backfz1, rw_backfz2;
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double rw_frontcz1, rw_frontcz2;
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double rw_frontfz1, rw_frontfz2;
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size_t MaxDrawSegs;
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@ -596,10 +596,10 @@ void R_AddLine (seg_t *line)
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{
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backsector = line->backsector;
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}
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rw_frontcz1 = frontsector->ceilingplane.ZatPointFixed(line->v1);
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rw_frontfz1 = frontsector->floorplane.ZatPointFixed(line->v1);
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rw_frontcz2 = frontsector->ceilingplane.ZatPointFixed(line->v2);
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rw_frontfz2 = frontsector->floorplane.ZatPointFixed(line->v2);
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rw_frontcz1 = frontsector->ceilingplane.ZatPoint(line->v1);
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rw_frontfz1 = frontsector->floorplane.ZatPoint(line->v1);
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rw_frontcz2 = frontsector->ceilingplane.ZatPoint(line->v2);
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rw_frontfz2 = frontsector->floorplane.ZatPoint(line->v2);
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rw_mustmarkfloor = rw_mustmarkceiling = false;
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rw_havehigh = rw_havelow = false;
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@ -618,10 +618,10 @@ void R_AddLine (seg_t *line)
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}
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doorclosed = 0; // killough 4/16/98
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rw_backcz1 = backsector->ceilingplane.ZatPointFixed (line->v1);
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rw_backfz1 = backsector->floorplane.ZatPointFixed(line->v1);
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rw_backcz2 = backsector->ceilingplane.ZatPointFixed(line->v2);
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rw_backfz2 = backsector->floorplane.ZatPointFixed(line->v2);
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rw_backcz1 = backsector->ceilingplane.ZatPoint(line->v1);
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rw_backfz1 = backsector->floorplane.ZatPoint(line->v1);
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rw_backcz2 = backsector->ceilingplane.ZatPoint(line->v2);
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rw_backfz2 = backsector->floorplane.ZatPoint(line->v2);
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// Cannot make these walls solid, because it can result in
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// sprite clipping problems for sprites near the wall
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