More style cleanup
FossilOrigin-Name: 753ff34122c906fdba43b8c382ac52cc9f0ac3ce585ec9f4db6b1dc1f21ef86a
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dd08a1069e
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27 changed files with 525 additions and 539 deletions
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@ -14,18 +14,18 @@ render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1,
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if (s->type == FHF) {
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c1 -= d1->vdelta / 4.0f;
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c2 -= d2->vdelta / 4.0f;
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};
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}
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float f1 = s->ceil;
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float f2 = s->ceil;
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if (s->type == CHF) {
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f1 += d1->vdelta / 4.0f;
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f2 += d2->vdelta / 4.0f;
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};
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}
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// if(f1-c1<=0 && f2-c2<=0) return;
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render_square(o->wtex, c1, c2, f1, f2, x1 << mip, y1 << mip,
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x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
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return;
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};
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}
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{
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float f1 = s->floor;
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float f2 = s->floor;
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@ -43,7 +43,7 @@ render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1,
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goto skip;
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render_square(o->wtex, f1, f2, c1, c2, x1 << mip, y1 << mip,
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x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
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};
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}
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skip: {
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float f1 = o->ceil;
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float f2 = o->ceil;
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@ -60,7 +60,7 @@ skip: {
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return;
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render_square(o->utex, f1, f2, c1, c2, x1 << mip, y1 << mip, x2 << mip,
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y2 << mip, 1 << mip, d1, d2, topleft);
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};
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}
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}
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const int MAX_MIP = 5; // 32x32 unit blocks
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@ -94,7 +94,7 @@ issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
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break;
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default:
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return true;
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};
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}
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switch (SWS(w, x + x2, y + y2, msize)->type) {
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case SEMISOLID:
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if (issemi(mip, x + x2, y + y2, x1, y1, x2, y2))
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@ -104,7 +104,7 @@ issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
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break;
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default:
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return true;
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};
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}
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return false;
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}
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@ -131,14 +131,14 @@ render_seg_new(
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int ry = vyy + lodbot;
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float fsize = (float)(1 << mip);
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for (int ox = x; ox < xs; ox++)
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for (int oy = y; oy < ys;
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oy++) // first collect occlusion information for this block
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{
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for (int ox = x; ox < xs; ox++) {
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// first collect occlusion information for this block
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for (int oy = y; oy < ys; oy++) {
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SWS(w, ox, oy, sz)->occluded =
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isoccluded(player1->o.x, player1->o.y,
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(float)(ox << mip), (float)(oy << mip), fsize);
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};
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}
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}
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int pvx = (int)vx >> mip;
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int pvy = (int)vy >> mip;
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@ -146,7 +146,7 @@ render_seg_new(
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// SWS(w,vxx,vyy,sz)->occluded = 0;
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SWS(w, pvx, pvy, sz)->occluded =
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0; // player cell never occluded
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};
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}
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#define df(x) s->floor - (x->vdelta / 4.0f)
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#define dc(x) s->ceil + (x->vdelta / 4.0f)
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@ -195,7 +195,6 @@ render_seg_new(
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dc(t), dc(u), dc(v), s, t, u, v, true);
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}
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}
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;
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LOOPH continue; // floors
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LOOPD
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@ -204,16 +203,15 @@ if ((s->type == SPACE || s->type == CHF) && s->floor <= vh && render_floor) {
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v, false);
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if (s->floor < hdr.waterlevel && !SOLID(s))
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addwaterquad(xx << mip, yy << mip, 1 << mip);
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};
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}
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if (s->type == FHF) {
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render_flatdelta(s->ftex, xx << mip, yy << mip, 1 << mip, df(s), df(t),
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df(u), df(v), s, t, u, v, false);
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if (s->floor - s->vdelta / 4.0f < hdr.waterlevel && !SOLID(s))
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addwaterquad(xx << mip, yy << mip, 1 << mip);
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};
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}
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}
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;
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}
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LOOPH continue; // walls
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LOOPD
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@ -238,7 +236,7 @@ if (s->type == CORNER) {
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} else if (SOLID(v)) {
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render_wall(v, h2 = s, xx, yy, xx + 1, yy + 1, mip, s,
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u, false);
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};
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}
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} else if (SOLID(t)) {
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if (SOLID(w)) {
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render_wall(w, h1 = s, xx + 1, yy + 1, xx, yy, mip, u,
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@ -247,7 +245,7 @@ if (s->type == CORNER) {
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render_wall(v, h1 = s, xx, yy + 1, xx + 1, yy, mip, v,
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t, false);
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topleft = false;
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};
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}
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} else {
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normalwall = false;
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bool wv = w->ceil - w->floor < v->ceil - v->floor;
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@ -259,7 +257,7 @@ if (s->type == CORNER) {
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} else {
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render_wall(h1 = s, h2 = w, xx, yy, xx + 1,
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yy + 1, mip, s, u, false);
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};
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}
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} else {
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if (wv) {
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render_wall(h2 = s, h1 = v, xx + 1, yy + 1, xx,
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@ -268,9 +266,9 @@ if (s->type == CORNER) {
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render_wall(h2 = s, h1 = w, xx, yy + 1, xx + 1,
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yy, mip, v, t, false);
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topleft = false;
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};
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};
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};
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}
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}
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}
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render_tris(
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xx << mip, yy << mip, 1 << mip, topleft, h1, h2, s, t, u, v);
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}
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@ -294,12 +292,10 @@ if (normalwall) {
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(!SOLID(s) || v->type != CORNER) &&
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(v->type != SEMISOLID || issemi(mip, xx, yy + 1, 0, 0, 1, 0)))
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render_wall(s, v, xx, yy + 1, xx + 1, yy + 1, mip, v, u, true);
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};
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}
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}
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;
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}
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;
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}
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void
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distlod(int &low, int &high, int angle, float widef)
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@ -325,14 +321,13 @@ render_world(
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yaw = 360 - yaw;
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float widef = fov / 75.0f;
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int cdist = abs(yaw % 90 - 45);
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if (cdist < 7) // hack to avoid popup at high fovs at 45 yaw
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{
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min_lod = max(min_lod,
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(int)(MIN_LOD +
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(10 - cdist) / 1.0f *
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widef)); // less if lod worked better
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// hack to avoid popup at high fovs at 45 yaw
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if (cdist < 7) {
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// less if lod worked better
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min_lod =
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max(min_lod, (int)(MIN_LOD + (10 - cdist) / 1.0f * widef));
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widef = 1.0f;
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};
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}
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lod = MAX_LOD;
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lodtop = lodbot = lodleft = lodright = min_lod;
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if (yaw > 45 && yaw <= 135) {
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@ -348,7 +343,7 @@ render_world(
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lodtop = lod;
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distlod(
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lodright, lodleft, yaw <= 45 ? yaw + 45 : yaw - 315, widef);
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};
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}
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float hyfov = fov * h / w / 2;
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render_floor = pitch < hyfov;
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render_ceil = -pitch < hyfov;
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