Fix endless loop of R_DrawRepeatMaskedColumn if both sprtopscreen and sprbotscreen are CLAMPMAX (INT32_MAX)

This fixes the grid floors in TD's Lava Mountain freezing the game if they go off the bottom of the screen far enough (they have ACWRFL1A as the wall texture, which is a single patch texture with holes)
This commit is contained in:
Monster Iestyn 2017-01-30 21:08:13 +00:00
parent a29ced725d
commit 3212ee0b0f
1 changed files with 2 additions and 2 deletions

View File

@ -706,10 +706,10 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
// Loop through R_DrawMaskedColumn calls
static void R_DrawRepeatMaskedColumn(column_t *col)
{
do {
while (sprtopscreen < sprbotscreen) {
R_DrawMaskedColumn(col);
sprtopscreen += dc_texheight*spryscale;
} while (sprtopscreen < sprbotscreen);
}
}
//