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Refactor: Relocated R_IsSkySurface() to Surface
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Renamed as Surface_IsSkyMasked()
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danij-deng committed Mar 11, 2012
1 parent 95ff4a7 commit d77ed68
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Showing 14 changed files with 68 additions and 71 deletions.
8 changes: 0 additions & 8 deletions doomsday/engine/portable/include/r_world.h
Expand Up @@ -84,14 +84,6 @@ float R_ExtraLightDelta(void);
*/
float R_CheckSectorLight(float lightlevel, float min, float max);

/**
* Will the specified surface be added to the sky mask?
*
* @param suf Ptr to the surface to test.
* @return boolean @c true, iff the surface will be masked.
*/
boolean R_IsSkySurface(const Surface* suf);

boolean R_SectorContainsSkySurfaces(const Sector* sec);

void R_UpdatePlanes(void);
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3 changes: 3 additions & 0 deletions doomsday/engine/portable/include/surface.h
Expand Up @@ -35,6 +35,9 @@ void Surface_Update(Surface* surface);
/// @return @c true= is drawable (i.e., a drawable Material is bound).
boolean Surface_IsDrawable(Surface* surface);

/// @return @c true= is sky-masked (i.e., a sky-masked Material is bound).
boolean Surface_IsSkyMasked(const Surface* suf);

/// @return @c true= is owned by some element of the Map geometry.
boolean Surface_AttachedToMap(Surface* surface);

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8 changes: 4 additions & 4 deletions doomsday/engine/portable/src/linedef.c
Expand Up @@ -362,10 +362,10 @@ boolean LineDef_MiddleMaterialCoversOpening(const LineDef *line, int side,
// Possibly. Check the placement of the mid texture.
if(LineDef_MiddleMaterialCoords(line, side, &matBottom[0], &matBottom[1],
&matTop[0], &matTop[1], NULL, 0 != (line->flags & DDLF_DONTPEGBOTTOM),
!(R_IsSkySurface(&frontSec->SP_ceilsurface) &&
R_IsSkySurface(&backSec->SP_ceilsurface)),
!(R_IsSkySurface(&frontSec->SP_floorsurface) &&
R_IsSkySurface(&backSec->SP_floorsurface))))
!(Surface_IsSkyMasked(&frontSec->SP_ceilsurface) &&
Surface_IsSkyMasked(&backSec->SP_ceilsurface)),
!(Surface_IsSkyMasked(&frontSec->SP_floorsurface) &&
Surface_IsSkyMasked(&backSec->SP_floorsurface))))
{
if(matTop[0] >= openTop[0] &&
matTop[1] >= openTop[1] &&
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4 changes: 2 additions & 2 deletions doomsday/engine/portable/src/p_particle.c
Expand Up @@ -1000,7 +1000,7 @@ static void P_MoveParticle(ptcgen_t* gen, particle_t* pt)
if(z > FLT2FIX(pt->sector->SP_ceilheight) - hardRadius)
{
// The Z is through the roof!
if(R_IsSkySurface(&pt->sector->SP_ceilsurface))
if(Surface_IsSkyMasked(&pt->sector->SP_ceilsurface))
{
// Special case: particle gets lost in the sky.
pt->stage = -1;
Expand All @@ -1018,7 +1018,7 @@ static void P_MoveParticle(ptcgen_t* gen, particle_t* pt)
// Also check the floor.
if(z < FLT2FIX(pt->sector->SP_floorheight) + hardRadius)
{
if(R_IsSkySurface(&pt->sector->SP_floorsurface))
if(Surface_IsSkyMasked(&pt->sector->SP_floorsurface))
{
pt->stage = -1;
return;
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4 changes: 2 additions & 2 deletions doomsday/engine/portable/src/p_players.c
Expand Up @@ -167,7 +167,7 @@ boolean P_IsInVoid(player_t* player)
{
Sector* sec = ddpl->mo->bspLeaf->sector;

if(R_IsSkySurface(&sec->SP_ceilsurface))
if(Surface_IsSkyMasked(&sec->SP_ceilsurface))
{
const float skyCeil = GameMap_SkyFixCeiling(theMap);
if(skyCeil < DDMAXFLOAT && ddpl->mo->pos[VZ] > skyCeil - 4)
Expand All @@ -176,7 +176,7 @@ boolean P_IsInVoid(player_t* player)
else if(ddpl->mo->pos[VZ] > sec->SP_ceilvisheight - 4)
return true;

if(R_IsSkySurface(&sec->SP_floorsurface))
if(Surface_IsSkyMasked(&sec->SP_floorsurface))
{
const float skyFloor = GameMap_SkyFixFloor(theMap);
if(skyFloor > DDMINFLOAT && ddpl->mo->pos[VZ] < skyFloor + 4)
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4 changes: 2 additions & 2 deletions doomsday/engine/portable/src/r_lgrid.c
Expand Up @@ -818,8 +818,8 @@ BEGIN_PROF( PROF_GRID_UPDATE );
color = R_GetSectorLightColor(sector);
height = (int) (sector->SP_ceilheight - sector->SP_floorheight);

isSkyFloor = R_IsSkySurface(&sector->SP_ceilsurface);
isSkyCeil = R_IsSkySurface(&sector->SP_floorsurface);
isSkyFloor = Surface_IsSkyMasked(&sector->SP_ceilsurface);
isSkyCeil = Surface_IsSkyMasked(&sector->SP_floorsurface);

if(isSkyFloor && !isSkyCeil)
{
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5 changes: 0 additions & 5 deletions doomsday/engine/portable/src/r_main.c
Expand Up @@ -214,11 +214,6 @@ void R_LoadSystemFonts(void)
Con_SetFont(fontFixed);
}

boolean R_IsSkySurface(const Surface* suf)
{
return (suf && suf->material && Material_IsSkyMasked(suf->material));
}

/**
* Update the view origin position for player @a consoleNum.
*
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2 changes: 1 addition & 1 deletion doomsday/engine/portable/src/r_things.c
Expand Up @@ -1590,7 +1590,7 @@ int RIT_AddSprite(void* ptr, void* paramaters)
// that no sprites get clipped by the sky.
// Only check
mat = R_GetMaterialForSprite(mo->sprite, mo->frame);
if(mat && R_IsSkySurface(&sec->SP_ceilsurface))
if(mat && Surface_IsSkyMasked(&sec->SP_ceilsurface))
{
if(!(mo->dPlayer && mo->dPlayer->flags & DDPF_CAMERA) && // Cameramen don't exist!
mo->pos[VZ] <= sec->SP_ceilheight &&
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16 changes: 8 additions & 8 deletions doomsday/engine/portable/src/r_world.c
Expand Up @@ -776,8 +776,8 @@ void GameMap_UpdateSkyFixForSector(GameMap* map, Sector* sec)

if(!sec || 0 == sec->lineDefCount) return;

skyFloor = R_IsSkySurface(&sec->SP_floorsurface);
skyCeil = R_IsSkySurface(&sec->SP_ceilsurface);
skyFloor = Surface_IsSkyMasked(&sec->SP_floorsurface);
skyCeil = Surface_IsSkyMasked(&sec->SP_ceilsurface);

if(!skyFloor && !skyCeil) return;

Expand Down Expand Up @@ -1534,15 +1534,15 @@ boolean R_IsGlowingPlane(const Plane* pln)
MC_MAPSURFACE, 0, 0, 0, 0, GL_REPEAT, GL_REPEAT, -1, -1, -1, true, true, false, false);
const materialsnapshot_t* ms = Materials_Prepare(mat, spec, true);

return ((mat && !Material_IsDrawable(mat)) || ms->glowing > 0 || R_IsSkySurface(&pln->surface));
return ((mat && !Material_IsDrawable(mat)) || ms->glowing > 0 || Surface_IsSkyMasked(&pln->surface));
}

float R_GlowStrength(const Plane* pln)
{
material_t* mat = pln->surface.material;
if(mat)
{
if(Material_IsDrawable(mat) && !R_IsSkySurface(&pln->surface))
if(Material_IsDrawable(mat) && !Surface_IsSkyMasked(&pln->surface))
{
/// \fixme We should not need to prepare to determine this.
const materialvariantspecification_t* spec = Materials_VariantSpecificationForContext(
Expand All @@ -1567,7 +1567,7 @@ boolean R_SectorContainsSkySurfaces(const Sector* sec)
uint n = 0;
do
{
if(R_IsSkySurface(&sec->SP_planesurface(n)))
if(Surface_IsSkyMasked(&sec->SP_planesurface(n)))
sectorContainsSkySurfaces = true;
else
n++;
Expand Down Expand Up @@ -1599,12 +1599,12 @@ static material_t* chooseFixMaterial(SideDef* s, sidedefsection_t section)
(section == SS_TOP && frontSec->SP_ceilheight > backSec->SP_ceilheight && frontSec->SP_floorheight < backSec->SP_ceilheight)))
{
suf = &backSec->SP_plane(section == SS_BOTTOM? PLN_FLOOR : PLN_CEILING)->surface;
if(suf->material && !R_IsSkySurface(suf))
if(suf->material && !Surface_IsSkyMasked(suf))
choice1 = suf->material;
}

suf = &frontSec->SP_plane(section == SS_BOTTOM? PLN_FLOOR : PLN_CEILING)->surface;
if(suf->material && !R_IsSkySurface(suf))
if(suf->material && !Surface_IsSkyMasked(suf))
choice2 = suf->material;
}

Expand All @@ -1628,7 +1628,7 @@ static void updateSidedefSection(SideDef* s, sidedefsection_t section)

suf = &s->sections[section];
if(!suf->material /*&&
!R_IsSkySurface(&s->sector->
!Surface_IsSkyMasked(&s->sector->
SP_plane(section == SS_BOTTOM? PLN_FLOOR : PLN_CEILING)->
surface)*/)
{
Expand Down
4 changes: 2 additions & 2 deletions doomsday/engine/portable/src/rend_decor.c
Expand Up @@ -632,7 +632,7 @@ static void updateSideSectionDecorations(SideDef* side, sidedefsection_t section
suf = &side->SW_topsurface;
if(suf->material)
if(line->L_backside && backCeil->visHeight < frontCeil->visHeight &&
(!R_IsSkySurface(&backCeil->surface) || !R_IsSkySurface(&frontCeil->surface)))
(!Surface_IsSkyMasked(&backCeil->surface) || !Surface_IsSkyMasked(&frontCeil->surface)))
{
top = frontCeil->visHeight;
bottom = backCeil->visHeight;
Expand All @@ -646,7 +646,7 @@ static void updateSideSectionDecorations(SideDef* side, sidedefsection_t section
suf = &side->SW_bottomsurface;
if(suf->material)
if(line->L_backside && backFloor->visHeight > frontFloor->visHeight &&
(!R_IsSkySurface(&backFloor->surface) || !R_IsSkySurface(&frontFloor->surface)))
(!Surface_IsSkyMasked(&backFloor->surface) || !Surface_IsSkyMasked(&frontFloor->surface)))
{
top = backFloor->visHeight;
bottom = frontFloor->visHeight;
Expand Down
6 changes: 3 additions & 3 deletions doomsday/engine/portable/src/rend_fakeradio.c
Expand Up @@ -1211,9 +1211,9 @@ static uint radioEdgeHackType(const LineDef* line, const Sector* front, const Se
// Is the back sector closed?
if(front->SP_floorvisheight >= back->SP_ceilvisheight)
{
if(R_IsSkySurface(&front->planes[isCeiling? PLN_FLOOR:PLN_CEILING]->surface))
if(Surface_IsSkyMasked(&front->planes[isCeiling? PLN_FLOOR:PLN_CEILING]->surface))
{
if(R_IsSkySurface(&back->planes[isCeiling? PLN_FLOOR:PLN_CEILING]->surface))
if(Surface_IsSkyMasked(&back->planes[isCeiling? PLN_FLOOR:PLN_CEILING]->surface))
return 3; // Consider it fully open.
}
else
Expand Down Expand Up @@ -1326,7 +1326,7 @@ static void processEdgeShadow(const BspLeaf* bspLeaf, const LineDef* lineDef,
plnHeight = pln->visHeight;

// Glowing surfaces or missing textures shouldn't have shadows.
if((suf->inFlags & SUIF_NO_RADIO) || !suf->material || R_IsSkySurface(suf)) return;
if((suf->inFlags & SUIF_NO_RADIO) || !suf->material || Surface_IsSkyMasked(suf)) return;

spec = Materials_VariantSpecificationForContext(MC_MAPSURFACE, 0, 0, 0, 0, GL_REPEAT, GL_REPEAT,
-1, -1, -1, true, true, false, false);
Expand Down
60 changes: 30 additions & 30 deletions doomsday/engine/portable/src/rend_main.c
Expand Up @@ -407,14 +407,14 @@ static void markSideDefSectionsPVisible(HEdge* hedge)
side->SW_middlesurface.inFlags &= ~SUIF_PVIS;

// Top.
if((!devRendSkyMode && R_IsSkySurface(&fceil->surface) && R_IsSkySurface(&bceil->surface)) ||
(!devRendSkyMode && R_IsSkySurface(&bceil->surface) && (side->SW_topsurface.inFlags & SUIF_FIX_MISSING_MATERIAL)) ||
if((!devRendSkyMode && Surface_IsSkyMasked(&fceil->surface) && Surface_IsSkyMasked(&bceil->surface)) ||
(!devRendSkyMode && Surface_IsSkyMasked(&bceil->surface) && (side->SW_topsurface.inFlags & SUIF_FIX_MISSING_MATERIAL)) ||
(fceil->visHeight <= bceil->visHeight))
side->SW_topsurface .inFlags &= ~SUIF_PVIS;

// Bottom.
if((!devRendSkyMode && R_IsSkySurface(&ffloor->surface) && R_IsSkySurface(&bfloor->surface)) ||
(!devRendSkyMode && R_IsSkySurface(&bfloor->surface) && (side->SW_bottomsurface.inFlags & SUIF_FIX_MISSING_MATERIAL)) ||
if((!devRendSkyMode && Surface_IsSkyMasked(&ffloor->surface) && Surface_IsSkyMasked(&bfloor->surface)) ||
(!devRendSkyMode && Surface_IsSkyMasked(&bfloor->surface) && (side->SW_bottomsurface.inFlags & SUIF_FIX_MISSING_MATERIAL)) ||
(ffloor->visHeight >= bfloor->visHeight))
side->SW_bottomsurface.inFlags &= ~SUIF_PVIS;
}
Expand Down Expand Up @@ -1825,10 +1825,10 @@ static boolean rendSegSection(BspLeaf* bspLeaf, HEdge* hedge,

// Determine which Material to use.
if(devRendSkyMode && hedge->HE_backsector &&
((section == SS_BOTTOM && R_IsSkySurface(&hedge->HE_frontsector->SP_floorsurface) &&
R_IsSkySurface(&hedge->HE_backsector->SP_floorsurface)) ||
(section == SS_TOP && R_IsSkySurface(&hedge->HE_frontsector->SP_ceilsurface) &&
R_IsSkySurface(&hedge->HE_backsector->SP_ceilsurface))))
((section == SS_BOTTOM && Surface_IsSkyMasked(&hedge->HE_frontsector->SP_floorsurface) &&
Surface_IsSkyMasked(&hedge->HE_backsector->SP_floorsurface)) ||
(section == SS_TOP && Surface_IsSkyMasked(&hedge->HE_frontsector->SP_ceilsurface) &&
Surface_IsSkyMasked(&hedge->HE_backsector->SP_ceilsurface))))
{
// Geometry not normally rendered however we do so in dev sky mode.
mat = hedge->HE_frontsector->SP_planematerial(section == SS_TOP? PLN_CEILING : PLN_FLOOR);
Expand Down Expand Up @@ -2118,9 +2118,9 @@ boolean R_FindBottomTop(LineDef* lineDef, int side, sidedefsection_t section,

if(!P_IsInVoid(viewPlayer))
{
if(R_IsSkySurface(&ffloor->surface) && R_IsSkySurface(&bfloor->surface))
if(Surface_IsSkyMasked(&ffloor->surface) && Surface_IsSkyMasked(&bfloor->surface))
clipBottom = false;
if(R_IsSkySurface(&fceil->surface) && R_IsSkySurface(&bceil->surface))
if(Surface_IsSkyMasked(&fceil->surface) && Surface_IsSkyMasked(&bceil->surface))
clipTop = false;
}

Expand Down Expand Up @@ -2441,8 +2441,8 @@ static int segSkyFixes(HEdge* hedge)

if(!backSec || backSec != hedge->HE_frontsector)
{
const boolean hasSkyFloor = R_IsSkySurface(&frontSec->SP_floorsurface);
const boolean hasSkyCeiling = R_IsSkySurface(&frontSec->SP_ceilsurface);
const boolean hasSkyFloor = Surface_IsSkyMasked(&frontSec->SP_floorsurface);
const boolean hasSkyCeiling = Surface_IsSkyMasked(&frontSec->SP_ceilsurface);

if(hasSkyFloor || hasSkyCeiling)
{
Expand All @@ -2455,9 +2455,9 @@ static int segSkyFixes(HEdge* hedge)
const Plane* bfloor = backSec? backSec->SP_plane(PLN_FLOOR) : NULL;
const float skyZ = skyFixFloorZ(ffloor, bfloor);

if(hasClosedBack || (!R_IsSkySurface(&bfloor->surface) || P_IsInVoid(viewPlayer)))
if(hasClosedBack || (!Surface_IsSkyMasked(&bfloor->surface) || P_IsInVoid(viewPlayer)))
{
const Plane* floor = (bfloor && R_IsSkySurface(&bfloor->surface)? bfloor : ffloor);
const Plane* floor = (bfloor && Surface_IsSkyMasked(&bfloor->surface)? bfloor : ffloor);
if(floor->visHeight > skyZ)
fixes |= SKYCAP_LOWER;
}
Expand All @@ -2470,9 +2470,9 @@ static int segSkyFixes(HEdge* hedge)
const Plane* bceil = backSec? backSec->SP_plane(PLN_CEILING) : NULL;
const float skyZ = skyFixCeilZ(fceil, bceil);

if(hasClosedBack || (!R_IsSkySurface(&bceil->surface) || P_IsInVoid(viewPlayer)))
if(hasClosedBack || (!Surface_IsSkyMasked(&bceil->surface) || P_IsInVoid(viewPlayer)))
{
const Plane* ceil = (bceil && R_IsSkySurface(&bceil->surface)? bceil : fceil);
const Plane* ceil = (bceil && Surface_IsSkyMasked(&bceil->surface)? bceil : fceil);
if(ceil->visHeight < skyZ)
fixes |= SKYCAP_UPPER;
}
Expand Down Expand Up @@ -2505,11 +2505,11 @@ static void skyFixZCoords(HEdge* hedge, int skyCap, float* bottom, float* top)
if(skyCap & SKYCAP_UPPER)
{
if(top) *top = skyFixCeilZ(fceil, bceil);
if(bottom) *bottom = MAX_OF((backSec && R_IsSkySurface(&bceil->surface))? bceil->visHeight : fceil->visHeight, ffloor->visHeight);
if(bottom) *bottom = MAX_OF((backSec && Surface_IsSkyMasked(&bceil->surface))? bceil->visHeight : fceil->visHeight, ffloor->visHeight);
}
else
{
if(top) *top = MIN_OF((backSec && R_IsSkySurface(&bfloor->surface)? bfloor->visHeight : ffloor->visHeight), fceil->visHeight);
if(top) *top = MIN_OF((backSec && Surface_IsSkyMasked(&bfloor->surface)? bfloor->visHeight : ffloor->visHeight), fceil->visHeight);
if(bottom) *bottom = skyFixFloorZ(ffloor, bfloor);
}
}
Expand Down Expand Up @@ -2581,9 +2581,9 @@ static void rendBspLeafSky(BspLeaf* bspLeaf, int skyCap)
if(!bspLeaf || !bspLeaf->hedgeCount || !bspLeaf->sector) return;

// Sky caps are only necessary in sectors with skymasked planes.
if((skyCap & SKYCAP_LOWER) && !R_IsSkySurface(&bspLeaf->sector->SP_floorsurface))
if((skyCap & SKYCAP_LOWER) && !Surface_IsSkyMasked(&bspLeaf->sector->SP_floorsurface))
skyCap &= ~SKYCAP_LOWER;
if((skyCap & SKYCAP_UPPER) && !R_IsSkySurface(&bspLeaf->sector->SP_ceilsurface))
if((skyCap & SKYCAP_UPPER) && !Surface_IsSkyMasked(&bspLeaf->sector->SP_ceilsurface))
skyCap &= ~SKYCAP_UPPER;

// Sky fixes:
Expand Down Expand Up @@ -2697,8 +2697,8 @@ static void occludeBspLeaf(const BspLeaf* bspLeaf, boolean forwardFacing)
}

// Do not create an occlusion for sky floors.
if(!R_IsSkySurface(&back->SP_floorsurface) ||
!R_IsSkySurface(&front->SP_floorsurface))
if(!Surface_IsSkyMasked(&back->SP_floorsurface) ||
!Surface_IsSkyMasked(&front->SP_floorsurface))
{
// Do the floors create an occlusion?
if((backh[0] > fronth[0] && vy <= backh[0]) ||
Expand All @@ -2710,8 +2710,8 @@ static void occludeBspLeaf(const BspLeaf* bspLeaf, boolean forwardFacing)
}

// Do not create an occlusion for sky ceilings.
if(!R_IsSkySurface(&back->SP_ceilsurface) ||
!R_IsSkySurface(&front->SP_ceilsurface))
if(!Surface_IsSkyMasked(&back->SP_ceilsurface) ||
!Surface_IsSkyMasked(&front->SP_ceilsurface))
{
// Do the ceilings create an occlusion?
if((backh[1] < fronth[1] && vy >= backh[1]) ||
Expand Down Expand Up @@ -2851,7 +2851,7 @@ static void Rend_RenderBspLeaf(uint bspLeafIdx)
material_t* mat;
int texMode;

isSkyMasked = R_IsSkySurface(suf);
isSkyMasked = Surface_IsSkyMasked(suf);
if(isSkyMasked && plane->type != PLN_MID)
{
if(!devRendSkyMode) continue; // Not handled here.
Expand Down Expand Up @@ -3011,8 +3011,8 @@ void Rend_RenderSurfaceVectors(void)

if(hedge->HE_backsector->SP_ceilvisheight <
hedge->HE_frontsector->SP_ceilvisheight &&
!(R_IsSkySurface(&hedge->HE_frontsector->SP_ceilsurface) &&
R_IsSkySurface(&hedge->HE_backsector->SP_ceilsurface)))
!(Surface_IsSkyMasked(&hedge->HE_frontsector->SP_ceilsurface) &&
Surface_IsSkyMasked(&hedge->HE_backsector->SP_ceilsurface)))
{
bottom = hedge->HE_backsector->SP_ceilvisheight;
top = hedge->HE_frontsector->SP_ceilvisheight;
Expand All @@ -3024,8 +3024,8 @@ void Rend_RenderSurfaceVectors(void)

if(hedge->HE_backsector->SP_floorvisheight >
hedge->HE_frontsector->SP_floorvisheight &&
!(R_IsSkySurface(&hedge->HE_frontsector->SP_floorsurface) &&
R_IsSkySurface(&hedge->HE_backsector->SP_floorsurface)))
!(Surface_IsSkyMasked(&hedge->HE_frontsector->SP_floorsurface) &&
Surface_IsSkyMasked(&hedge->HE_backsector->SP_floorsurface)))
{
bottom = hedge->HE_frontsector->SP_floorvisheight;
top = hedge->HE_backsector->SP_floorvisheight;
Expand All @@ -3050,7 +3050,7 @@ void Rend_RenderSurfaceVectors(void)
vec3_t origin;

V3_Set(origin, bspLeaf->midPoint.pos[VX], bspLeaf->midPoint.pos[VY], pln->visHeight);
if(pln->type != PLN_MID && R_IsSkySurface(&pln->surface))
if(pln->type != PLN_MID && Surface_IsSkyMasked(&pln->surface))
origin[VZ] = GameMap_SkyFix(theMap, pln->type == PLN_CEILING);

drawSurfaceTangentSpaceVectors(&pln->surface, origin);
Expand Down
4 changes: 2 additions & 2 deletions doomsday/engine/portable/src/s_environ.c
Expand Up @@ -414,8 +414,8 @@ void S_CalcSectorReverb(Sector* sec)
if(sec->reverb[SRD_SPACE] > .99)
sec->reverb[SRD_SPACE] = .99f;

if(R_IsSkySurface(&sec->SP_ceilsurface) ||
R_IsSkySurface(&sec->SP_floorsurface))
if(Surface_IsSkyMasked(&sec->SP_ceilsurface) ||
Surface_IsSkyMasked(&sec->SP_floorsurface))
{ // An "open" sector.
// It can still be small, in which case; reverb is diminished a bit.
if(sec->reverb[SRD_SPACE] > .5)
Expand Down

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