Fix FOF intersections with multitags for the OpenGL in a kind of hacky way.
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@ -1627,6 +1627,9 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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continue;
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continue;
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if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
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if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
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continue;
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continue;
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if (Tag_Find(&gl_frontsector->tags, rover->master->args[0])) // Skip FOF if on both sectors by checking arg0. Hacky but it works.
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continue;
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texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
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texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
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@ -1761,6 +1764,8 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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continue;
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continue;
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if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
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if (*rover->topheight < lowcut || *rover->bottomheight > highcut)
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continue;
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continue;
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if (Tag_Find(&gl_backsector->tags, rover->master->args[0])) // Skip FOF if on both sectors by checking arg0. Hacky but it works.
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continue;
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texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
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texnum = R_GetTextureNum(sides[rover->master->sidenum[0]].midtexture);
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