- changed dynamic light traversal to use sections instead of the subsectors.
This is mostly complete, except for handling intra-section sidedefs.
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20 changed files with 117 additions and 123 deletions
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@ -470,7 +470,7 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
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Sector = sector;
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subsector = R_PointInSubsector(Pos()); // this is from the rendering nodes, not the gameplay nodes!
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section = level.sections.SectionForSubsector(subsector->Index());
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section = subsector->section;
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if (!(flags & MF_NOSECTOR))
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{
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