- made the adjustments.

This commit is contained in:
Christoph Oelckers 2016-04-24 13:35:43 +02:00
commit f77c4642cb
10 changed files with 65 additions and 65 deletions

View file

@ -299,14 +299,14 @@ bool FDrawInfo::DoOneSectorUpper(subsector_t * subsec, float Planez)
if (sec->ceilingplane.isSlope()) return false;
// Is the neighboring ceiling lower than the desired height?
if (sec->GetPlaneTexZF(sector_t::ceiling) < Planez)
if (sec->GetPlaneTexZ(sector_t::ceiling) < Planez)
{
// todo: check for missing textures.
return false;
}
// This is an exact height match which means we don't have to do any further checks for this sector
if (sec->GetPlaneTexZF(sector_t::ceiling) == Planez)
if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez)
{
// If there's a texture abort
FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::top)];
@ -357,14 +357,14 @@ bool FDrawInfo::DoOneSectorLower(subsector_t * subsec, float Planez)
if (sec->floorplane.isSlope()) return false;
// Is the neighboring floor higher than the desired height?
if (sec->GetPlaneTexZF(sector_t::floor) > Planez)
if (sec->GetPlaneTexZ(sector_t::floor) > Planez)
{
// todo: check for missing textures.
return false;
}
// This is an exact height match which means we don't have to do any further checks for this sector
if (sec->GetPlaneTexZF(sector_t::floor) == Planez)
if (sec->GetPlaneTexZ(sector_t::floor) == Planez)
{
// If there's a texture abort
FTexture * tex = TexMan[seg->sidedef->GetTexture(side_t::bottom)];
@ -416,7 +416,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
if (sec->floorplane.isSlope()) return false;
// Is the neighboring floor higher than the desired height?
if (sec->GetPlaneTexZF(sector_t::floor) < Planez)
if (sec->GetPlaneTexZ(sector_t::floor) < Planez)
{
// todo: check for missing textures.
return false;
@ -424,7 +424,7 @@ bool FDrawInfo::DoFakeBridge(subsector_t * subsec, float Planez)
// This is an exact height match which means we don't have to do any further checks for this sector
// No texture checks though!
if (sec->GetPlaneTexZF(sector_t::floor) == Planez) continue;
if (sec->GetPlaneTexZ(sector_t::floor) == Planez) continue;
}
if (!DoFakeBridge(backsub, Planez)) return false;
}
@ -469,7 +469,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
if (sec->ceilingplane.isSlope()) return false;
// Is the neighboring ceiling higher than the desired height?
if (sec->GetPlaneTexZF(sector_t::ceiling) > Planez)
if (sec->GetPlaneTexZ(sector_t::ceiling) > Planez)
{
// todo: check for missing textures.
return false;
@ -477,7 +477,7 @@ bool FDrawInfo::DoFakeCeilingBridge(subsector_t * subsec, float Planez)
// This is an exact height match which means we don't have to do any further checks for this sector
// No texture checks though!
if (sec->GetPlaneTexZF(sector_t::ceiling) == Planez) continue;
if (sec->GetPlaneTexZ(sector_t::ceiling) == Planez) continue;
}
if (!DoFakeCeilingBridge(backsub, Planez)) return false;
}
@ -553,7 +553,7 @@ void FDrawInfo::HandleMissingTextures()
{
// It isn't a hole. Now check whether it might be a fake bridge
sector_t * fakesector = gl_FakeFlat(MissingUpperTextures[i].seg->frontsector, &fake, false);
float planez = (float)fakesector->GetPlaneTexZF(sector_t::ceiling);
float planez = (float)fakesector->GetPlaneTexZ(sector_t::ceiling);
backsub->validcount = validcount;
if (DoFakeCeilingBridge(backsub, planez))
@ -624,7 +624,7 @@ void FDrawInfo::HandleMissingTextures()
{
// It isn't a hole. Now check whether it might be a fake bridge
sector_t * fakesector = gl_FakeFlat(MissingLowerTextures[i].seg->frontsector, &fake, false);
float planez = (float)fakesector->GetPlaneTexZF(sector_t::floor);
float planez = (float)fakesector->GetPlaneTexZ(sector_t::floor);
backsub->validcount = validcount;
if (DoFakeBridge(backsub, planez))
@ -668,7 +668,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
// already done!
if (seg->linedef->validcount == validcount) continue; // already done
seg->linedef->validcount = validcount;
if (seg->frontsector->GetPlaneTexZF(sector_t::ceiling) < ViewPos.Z) continue; // out of sight
if (seg->frontsector->GetPlaneTexZ(sector_t::ceiling) < ViewPos.Z) continue; // out of sight
// FIXME: The check for degenerate subsectors should be more precise
if (seg->PartnerSeg && (seg->PartnerSeg->Subsector->flags & SSECF_DEGENERATE)) continue;
@ -690,7 +690,7 @@ void FDrawInfo::DrawUnhandledMissingTextures()
if (seg->linedef->validcount == validcount) continue; // already done
seg->linedef->validcount = validcount;
if (!(sectorrenderflags[seg->backsector->sectornum] & SSRF_RENDERFLOOR)) continue;
if (seg->frontsector->GetPlaneTexZF(sector_t::floor) > ViewPos.Z) continue; // out of sight
if (seg->frontsector->GetPlaneTexZ(sector_t::floor) > ViewPos.Z) continue; // out of sight
if (seg->backsector->transdoor) continue;
if (seg->backsector->GetTexture(sector_t::floor) == skyflatnum) continue;
if (seg->backsector->ValidatePortal(sector_t::floor) != NULL) continue;
@ -758,8 +758,8 @@ bool FDrawInfo::CheckAnchorFloor(subsector_t * sub)
{
// I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps
// using such crap hacks is simply too small
if (sub->render_sector->GetTexture(sector_t::floor)==backsub->render_sector->GetTexture(sector_t::floor) &&
sub->render_sector->GetPlaneTexZ(sector_t::floor)==backsub->render_sector->GetPlaneTexZ(sector_t::floor) &&
if (sub->render_sector->GetTexture(sector_t::floor) == backsub->render_sector->GetTexture(sector_t::floor) &&
sub->render_sector->GetPlaneTexZ(sector_t::floor) == backsub->render_sector->GetPlaneTexZ(sector_t::floor) &&
sub->render_sector->GetFloorLight() == backsub->render_sector->GetFloorLight())
{
continue;
@ -797,10 +797,10 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
if (!(ss_renderflags[DWORD(sub - subsectors)] & SSRF_PROCESSED)) return true;
if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
sub->render_sector->GetPlaneTexZF(sector_t::floor) != anchor->GetPlaneTexZF(sector_t::floor) ||
sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
{
if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZF(sector_t::floor)) inview = true;
if (sub == viewsubsector && ViewPos.Z < anchor->GetPlaneTexZ(sector_t::floor)) inview = true;
HandledSubsectors.Push(sub);
}
}
@ -825,9 +825,9 @@ bool FDrawInfo::CollectSubsectorsFloor(subsector_t * sub, sector_t * anchor)
else if (sub->render_sector == backsub->render_sector)
{
// Any anchor not within the original anchor's visplane terminates the processing.
if (sub->render_sector->GetTexture(sector_t::floor)!=anchor->GetTexture(sector_t::floor) ||
sub->render_sector->GetPlaneTexZ(sector_t::floor)!=anchor->GetPlaneTexZ(sector_t::floor) ||
sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
if (sub->render_sector->GetTexture(sector_t::floor) != anchor->GetTexture(sector_t::floor) ||
sub->render_sector->GetPlaneTexZ(sector_t::floor) != anchor->GetPlaneTexZ(sector_t::floor) ||
sub->render_sector->GetFloorLight() != anchor->GetFloorLight())
{
return false;
}
@ -864,8 +864,8 @@ bool FDrawInfo::CheckAnchorCeiling(subsector_t * sub)
{
// I'm ignoring slopes, scaling and rotation here. The likelihood of ZDoom maps
// using such crap hacks is simply too small
if (sub->render_sector->GetTexture(sector_t::ceiling)==backsub->render_sector->GetTexture(sector_t::ceiling) &&
sub->render_sector->GetPlaneTexZ(sector_t::ceiling)==backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) &&
if (sub->render_sector->GetTexture(sector_t::ceiling) == backsub->render_sector->GetTexture(sector_t::ceiling) &&
sub->render_sector->GetPlaneTexZ(sector_t::ceiling) == backsub->render_sector->GetPlaneTexZ(sector_t::ceiling) &&
sub->render_sector->GetCeilingLight() == backsub->render_sector->GetCeilingLight())
{
continue;
@ -898,11 +898,11 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
// Is not being rendererd so don't bother.
if (!(ss_renderflags[DWORD(sub-subsectors)]&SSRF_PROCESSED)) return true;
if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) ||
sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) ||
sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) ||
sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
{
HandledSubsectors.Push (sub);
HandledSubsectors.Push(sub);
}
}
@ -926,9 +926,9 @@ bool FDrawInfo::CollectSubsectorsCeiling(subsector_t * sub, sector_t * anchor)
else if (sub->render_sector == backsub->render_sector)
{
// Any anchor not within the original anchor's visplane terminates the processing.
if (sub->render_sector->GetTexture(sector_t::ceiling)!=anchor->GetTexture(sector_t::ceiling) ||
sub->render_sector->GetPlaneTexZ(sector_t::ceiling)!=anchor->GetPlaneTexZ(sector_t::ceiling) ||
sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
if (sub->render_sector->GetTexture(sector_t::ceiling) != anchor->GetTexture(sector_t::ceiling) ||
sub->render_sector->GetPlaneTexZ(sector_t::ceiling) != anchor->GetPlaneTexZ(sector_t::ceiling) ||
sub->render_sector->GetCeilingLight() != anchor->GetCeilingLight())
{
return false;
}