I can't figure out how to make this consistent at all, so in order to have the water look good in levels designed for it, I think it's necessary to effectively revert everything with SHITPLANESPARENCY to a roughly 2.1-equivalent behaviour.
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@ -44,6 +44,9 @@
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// Quincunx antialiasing of flats!
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// Quincunx antialiasing of flats!
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//#define QUINCUNX
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//#define QUINCUNX
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// good night sweet prince
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#define SHITPLANESPARENCY
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//SoM: 3/23/2000: Use Boom visplane hashing.
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//SoM: 3/23/2000: Use Boom visplane hashing.
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visplane_t *visplanes[MAXVISPLANES];
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visplane_t *visplanes[MAXVISPLANES];
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@ -868,7 +871,11 @@ void R_DrawSinglePlane(visplane_t *pl)
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else // Opaque, but allow transparent flat pixels
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else // Opaque, but allow transparent flat pixels
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spanfunc = splatfunc;
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spanfunc = splatfunc;
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#ifdef SHITPLANESPARENCY
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if ((spanfunc == splatfunc) != (pl->extra_colormap && (pl->extra_colormap->fog & 4)))
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#else
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if (!pl->extra_colormap || !(pl->extra_colormap->fog & 2))
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if (!pl->extra_colormap || !(pl->extra_colormap->fog & 2))
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#endif
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light = (pl->lightlevel >> LIGHTSEGSHIFT);
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light = (pl->lightlevel >> LIGHTSEGSHIFT);
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else
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else
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light = LIGHTLEVELS-1;
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light = LIGHTLEVELS-1;
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@ -922,7 +929,11 @@ void R_DrawSinglePlane(visplane_t *pl)
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else // Opaque, but allow transparent flat pixels
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else // Opaque, but allow transparent flat pixels
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spanfunc = splatfunc;
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spanfunc = splatfunc;
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#ifdef SHITPLANESPARENCY
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if ((spanfunc == splatfunc) != (pl->extra_colormap && (pl->extra_colormap->fog & 4)))
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#else
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if (!pl->extra_colormap || !(pl->extra_colormap->fog & 2))
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if (!pl->extra_colormap || !(pl->extra_colormap->fog & 2))
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#endif
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light = (pl->lightlevel >> LIGHTSEGSHIFT);
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light = (pl->lightlevel >> LIGHTSEGSHIFT);
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else
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else
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light = LIGHTLEVELS-1;
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light = LIGHTLEVELS-1;
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