Slight optimization (don't get seg ends for slopes if there are no slopes)

This commit is contained in:
RedEnchilada 2015-05-16 23:55:49 -05:00
parent c08253d796
commit 8ba5b66853
4 changed files with 25 additions and 1 deletions

View File

@ -204,6 +204,8 @@ void P_SpawnSlope_Line(int linenum)
// For FOF slopes, make a special function to copy to the xy origin & direction relative to the position of the FOF on the map!
if(frontfloor || frontceil)
{
line->frontsector->hasslope = true; // Tell the software renderer that we're sloped
origin.z = line->backsector->floorheight;
direction.x = nx;
direction.y = ny;
@ -327,6 +329,8 @@ void P_SpawnSlope_Line(int linenum)
}
if(backfloor || backceil)
{
line->backsector->hasslope = true; // Tell the software renderer that we're sloped
origin.z = line->frontsector->floorheight;
// Backsector
direction.x = -nx;
@ -459,6 +463,8 @@ void P_CopySectorSlope(line_t *line)
fsec->c_slope = srcsec->c_slope; //P_CopySlope(srcsec->c_slope);
}
fsec->hasslope = true;
line->special = 0; // Linedef was use to set slopes, it finished its job, so now make it a normal linedef
}

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@ -946,6 +946,10 @@ static void R_Subsector(size_t num)
#ifdef ESLOPE
ffloor[numffloors].slope = *rover->b_slope;
// Tell the renderer this sector has slopes in it.
if (ffloor[numffloors].slope)
frontsector->hasslope = true;
#endif
ffloor[numffloors].height =
@ -983,6 +987,10 @@ static void R_Subsector(size_t num)
#ifdef ESLOPE
ffloor[numffloors].slope = *rover->t_slope;
// Tell the renderer this sector has slopes in it.
if (ffloor[numffloors].slope)
frontsector->hasslope = true;
#endif
ffloor[numffloors].height =

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@ -391,7 +391,9 @@ typedef struct sector_s
// Eternity engine slope
pslope_t *f_slope; // floor slope
pslope_t *c_slope; // ceiling slope
boolean hasslope; // The sector, or one of its visible FOFs, contains a slope
#endif
// these are saved for netgames, so do not let Lua touch these!
// offsets sector spawned with (via linedef type 7)

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@ -1602,7 +1602,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
// and decide if floor / ceiling marks are needed
#ifdef ESLOPE
// Figure out map coordinates of where start and end are mapping to on seg, so we can clip right for slope bullshit
//if (frontsector->c_slope || frontsector->f_slope || (backsector && (backsector->c_slope || backsector->f_slope))) // Commenting this out for FOFslop. -Red
if (frontsector->hasslope || (backsector && backsector->hasslope)) // Commenting this out for FOFslop. -Red
{
angle_t temp;
@ -2589,6 +2589,10 @@ void R_StoreWallRange(INT32 start, INT32 stop)
continue;
#ifdef ESLOPE
// Let the renderer know this sector is sloped.
if (*rover->b_slope || *rover->t_slope)
backsector->hasslope = true;
rovertest = (*rover->b_slope ? P_GetZAt(*rover->b_slope, segleft.x, segleft.y) : *rover->bottomheight) - viewz;
planevistest = (*rover->b_slope ? P_GetZAt(*rover->b_slope, viewx, viewy) : *rover->bottomheight);
@ -2670,6 +2674,10 @@ void R_StoreWallRange(INT32 start, INT32 stop)
#ifdef ESLOPE
// Let the renderer know this sector is sloped.
if (*rover->b_slope || *rover->t_slope)
frontsector->hasslope = true;
rovertest = (*rover->b_slope ? P_GetZAt(*rover->b_slope, segleft.x, segleft.y) : *rover->bottomheight) - viewz;
planevistest = (*rover->b_slope ? P_GetZAt(*rover->b_slope, viewx, viewy) : *rover->bottomheight);