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	R_RenderMaskedSegRange now checks for slopes in the sector lightlist
in other words, midtexture rendering should now correctly account for slopes from FOFs that could affect lighting/colormap
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								src/r_segs.c
									
										
									
									
									
								
							
							
						
						
									
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								src/r_segs.c
									
										
									
									
									
								
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			@ -360,10 +360,30 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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		for (i = 0; i < dc_numlights; i++)
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		{
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#ifdef ESLOPE
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			fixed_t leftheight, rightheight;
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#endif
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			light = &frontsector->lightlist[i];
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			rlight = &dc_lightlist[i];
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#ifdef ESLOPE
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			if (light->slope) {
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				leftheight = P_GetZAt(light->slope, ds->leftpos.x, ds->leftpos.y);
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				rightheight = P_GetZAt(light->slope, ds->rightpos.x, ds->rightpos.y);
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			} else
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				leftheight = rightheight = light->height;
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			leftheight -= viewz;
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			rightheight -= viewz;
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			rlight->height = (centeryfrac) - FixedMul(leftheight, ds->scale1);
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			rlight->heightstep = (centeryfrac) - FixedMul(rightheight, ds->scale2);
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			rlight->heightstep = (rlight->heightstep-rlight->height)/(ds->x2-ds->x1+1);
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			//if (x1 > ds->x1)
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				//rlight->height -= (x1 - ds->x1)*rlight->heightstep;
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#else
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			rlight->height = (centeryfrac) - FixedMul((light->height - viewz), spryscale);
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			rlight->heightstep = -FixedMul(rw_scalestep, (light->height - viewz));
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#endif
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			rlight->lightlevel = *light->lightlevel;
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			rlight->extra_colormap = light->extra_colormap;
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			rlight->flags = light->flags;
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