Hack to fix midtextures for polyobjects being mucked up

"frontsector" in this part of the code isn't actually the polyobject's sector for back-side polyobject segs, it's the in-level sector the polyobject as a whole is being rendered in it turns out.
This commit is contained in:
Monster Iestyn 2016-06-09 22:07:43 +01:00
parent 20c2d84c78
commit a04fcce3a9
1 changed files with 9 additions and 0 deletions

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@ -2483,6 +2483,15 @@ void R_StoreWallRange(INT32 start, INT32 stop)
#ifdef ESLOPE
maskedtextureheight = ds_p->maskedtextureheight; // note to red, this == &(ds_p->maskedtextureheight[0])
#ifdef POLYOBJECTS
if (curline->polyseg) { // use REAL front and back floors please, so midtexture rendering isn't mucked up
rw_midtextureslide = rw_midtexturebackslide = 0;
if (!!(linedef->flags & ML_DONTPEGBOTTOM) ^ !!(linedef->flags & ML_EFFECT3))
rw_midtexturemid = rw_midtextureback = max(curline->frontsector->floorheight, curline->backsector->floorheight) - viewz;
else
rw_midtexturemid = rw_midtextureback = min(curline->frontsector->ceilingheight, curline->backsector->ceilingheight) - viewz;
} else
#endif
// Set midtexture starting height
if (linedef->flags & ML_EFFECT2) { // Ignore slopes when texturing
rw_midtextureslide = rw_midtexturebackslide = 0;