- moved the subsectors into FLevelLocals.
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28 changed files with 280 additions and 295 deletions
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@ -117,10 +117,10 @@ void RenderPolyScene::RenderSubsector(subsector_t *sub)
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}
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}
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bool mainBSP = ((unsigned int)(sub - subsectors) < (unsigned int)numsubsectors);
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bool mainBSP = ((unsigned int)(sub->Index()) < level.subsectors.Size());
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if (mainBSP)
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{
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int subsectorIndex = (int)(sub - subsectors);
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int subsectorIndex = sub->Index();
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for (int i = ParticlesInSubsec[subsectorIndex]; i != NO_PARTICLE; i = Particles[i].snext)
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{
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particle_t *particle = Particles + i;
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@ -136,7 +136,7 @@ void RenderPolyScene::RenderSprite(AActor *thing, double sortDistance, const DVe
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{
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if (numnodes == 0)
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{
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subsector_t *sub = subsectors;
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subsector_t *sub = &level.subsectors[0];
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auto it = SubsectorDepths.find(sub);
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if (it != SubsectorDepths.end())
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TranslucentObjects.push_back({ thing, sub, it->second, sortDistance, 0.0f, 1.0f });
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