fix a few other cases i missed in skywall handling

This commit is contained in:
Alug 2024-12-31 14:30:15 +01:00
parent ae51062132
commit f8fd814799

View file

@ -2125,29 +2125,35 @@ void R_StoreWallRange(INT32 start, INT32 stop)
// hack to allow height changes in outdoor areas
// This is what gets rid of the upper textures if there should be sky
if (frontsector->ceilingpic == skyflatnum
&& backsector->ceilingpic == skyflatnum)
if (udmf)
{
if (udmf)
bothceilingssky = true;
else
if (frontsector->ceilingpic == skyflatnum
&& backsector->ceilingpic == skyflatnum)
{
bothceilingssky = true;
}
// likewise, but for floors and upper textures
if (frontsector->floorpic == skyflatnum
&& backsector->floorpic == skyflatnum)
{
bothfloorssky = true;
}
}
else
{
if (frontsector->ceilingpic == skyflatnum
&& backsector->ceilingpic == skyflatnum)
{
worldtopslope = worldhighslope =
worldtop = worldhigh;
}
}
// likewise, but for floors and upper textures
if (frontsector->floorpic == skyflatnum
&& backsector->floorpic == skyflatnum)
{
bothfloorssky = true;
}
ds_p->sprtopclip = ds_p->sprbottomclip = NULL;
ds_p->silhouette = 0;
if (!bothfloorssky || !udmf)
if (!bothfloorssky)
{
if (worldbottomslope > worldlowslope || worldbottom > worldlow)
{
@ -2243,7 +2249,8 @@ void R_StoreWallRange(INT32 start, INT32 stop)
|| backsector->floor_yoffs != frontsector->floor_yoffs
|| backsector->floorpic_angle != frontsector->floorpic_angle
//SoM: 3/22/2000: Prevents bleeding.
|| (frontsector->heightsec != -1 && frontsector->floorpic != skyflatnum)
|| (udmf && (frontsector->heightsec != -1 && frontsector->floorpic != skyflatnum))
|| (!udmf && frontsector->heightsec != -1)
|| backsector->floorlightlevel != frontsector->floorlightlevel
|| backsector->floorlightabsolute != frontsector->floorlightabsolute
|| backsector->floorlightsec != frontsector->floorlightsec
@ -2692,7 +2699,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
// and doesn't need to be marked.
if (frontsector->heightsec == -1)
{
if (frontsector->floorpic != skyflatnum && P_GetSectorFloorZAt(frontsector, viewx, viewy) >= viewz)
if ((udmf && frontsector->floorpic != skyflatnum && P_GetSectorFloorZAt(frontsector, viewx, viewy) >= viewz) || (!udmf && P_GetSectorFloorZAt(frontsector, viewx, viewy) >= viewz))
{
// above view plane
markfloor = false;