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	Take slopes into account even more in FOF wall cutoff in HWR_ProcessSeg
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					 1 changed files with 22 additions and 8 deletions
				
			
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			@ -1716,10 +1716,17 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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				hS = P_GetFFloorTopZAt   (rover, v2x, v2y);
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				l  = P_GetFFloorBottomZAt(rover, v1x, v1y);
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				lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
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				if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
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					h = hS = highcut;
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				if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_backsector->f_slope && l < lowcut)
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					l = lS = lowcut;
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				// Adjust the heights so the FOF does not overlap with top and bottom textures.
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				if (h >= highcut && hS >= highcutslope)
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				{
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					h = highcut;
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					hS = highcutslope;
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				}
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				if (l <= lowcut && lS <= lowcutslope)
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				{
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					l = lowcut;
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					lS = lowcutslope;
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				}
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				//Hurdler: HW code starts here
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				//FIXME: check if peging is correct
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				// set top/bottom coords
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			@ -1868,10 +1875,17 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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				hS = P_GetFFloorTopZAt   (rover, v2x, v2y);
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				l  = P_GetFFloorBottomZAt(rover, v1x, v1y);
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				lS = P_GetFFloorBottomZAt(rover, v2x, v2y);
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				if (!(*rover->t_slope) && !gl_frontsector->c_slope && !gl_backsector->c_slope && h > highcut)
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					h = hS = highcut;
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				if (!(*rover->b_slope) && !gl_frontsector->f_slope && !gl_backsector->f_slope && l < lowcut)
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					l = lS = lowcut;
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				// Adjust the heights so the FOF does not overlap with top and bottom textures.
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				if (h >= highcut && hS >= highcutslope)
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				{
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					h = highcut;
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					hS = highcutslope;
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				}
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				if (l <= lowcut && lS <= lowcutslope)
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				{
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					l = lowcut;
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					lS = lowcutslope;
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				}
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				//Hurdler: HW code starts here
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				//FIXME: check if peging is correct
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				// set top/bottom coords
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