fixed CRenderer::ScanSectorPoly again
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@ -825,6 +825,12 @@ CalcNewDelta(RwV2d *a, RwV2d *b)
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return (b->x - a->x) / (b->y - a->y);
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}
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#ifdef FIX_BUGS
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#define TOINT(x) ((int)Floor(x))
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#else
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#define TOINT(x) ((int)(x))
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#endif
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void
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CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrList *))
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{
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@ -850,13 +856,8 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
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a2 = i;
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}
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}
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#ifdef FIX_BUGS
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y = Floor(miny);
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yend = Floor(maxy);
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#else
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y = miny;
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yend = maxy;
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#endif
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y = TOINT(miny);
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yend = TOINT(maxy);
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// Go left in poly to find first edge b
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b2 = a2;
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@ -864,8 +865,8 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
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b1 = b2--;
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if(b2 < 0) b2 = numVertices-1;
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if(poly[b1].x < xstart)
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xstart = poly[b1].x;
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if((int)poly[b1].y != (int)poly[b2].y)
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xstart = TOINT(poly[b1].x);
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if(TOINT(poly[b1].y) != TOINT(poly[b2].y))
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break;
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}
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// Go right to find first edge a
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@ -873,8 +874,8 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
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a1 = a2++;
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if(a2 == numVertices) a2 = 0;
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if(poly[a1].x > xend)
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xend = poly[a1].x;
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if((int)poly[a1].y != (int)poly[a2].y)
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xend = TOINT(poly[a1].x);
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if(TOINT(poly[a1].y) != TOINT(poly[a2].y))
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break;
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}
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@ -885,10 +886,10 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
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xB = deltaB * (Ceil(poly[b1].y) - poly[b1].y) + poly[b1].x;
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if(y != yend){
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if(deltaB < 0.0f && (int)xB < xstart)
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xstart = xB;
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if(deltaA >= 0.0f && (int)xA > xend)
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xend = xA;
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if(deltaB < 0.0f && TOINT(xB) < xstart)
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xstart = TOINT(xB);
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if(deltaA >= 0.0f && TOINT(xA) > xend)
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xend = TOINT(xA);
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}
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while(y <= yend && y < NUMSECTORS_Y){
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@ -904,74 +905,74 @@ CRenderer::ScanSectorPoly(RwV2d *poly, int32 numVertices, void (*scanfunc)(CPtrL
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xB += deltaB;
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// update left side
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if(y == (int)poly[b2].y){
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if(y == TOINT(poly[b2].y)){
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// reached end of edge
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if(y == yend){
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if(deltaB < 0.0f){
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do{
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xstart = poly[b2--].x;
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xstart = TOINT(poly[b2--].x);
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if(b2 < 0) b2 = numVertices-1;
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}while(xstart > (int)poly[b2].x);
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}while(xstart > TOINT(poly[b2].x));
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}else
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xstart = xB - deltaB;
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xstart = TOINT(xB - deltaB);
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}else{
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// switch edges
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if(deltaB < 0.0f)
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xstart = poly[b2].x;
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xstart = TOINT(poly[b2].x);
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else
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xstart = xB - deltaB;
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xstart = TOINT(xB - deltaB);
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do{
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b1 = b2--;
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if(b2 < 0) b2 = numVertices-1;
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if((int)poly[b1].x < xstart)
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xstart = poly[b1].x;
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}while(y == (int)poly[b2].y);
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if(TOINT(poly[b1].x) < xstart)
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xstart = TOINT(poly[b1].x);
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}while(y == TOINT(poly[b2].y));
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deltaB = CalcNewDelta(&poly[b1], &poly[b2]);
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xB = deltaB * (Ceil(poly[b1].y) - poly[b1].y) + poly[b1].x;
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if(deltaB < 0.0f && (int)xB < xstart)
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xstart = xB;
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if(deltaB < 0.0f && TOINT(xB) < xstart)
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xstart = TOINT(xB);
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}
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}else{
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if(deltaB < 0.0f)
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xstart = xB;
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xstart = TOINT(xB);
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else
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xstart = xB - deltaB;
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xstart = TOINT(xB - deltaB);
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}
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// update right side
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if(y == (int)poly[a2].y){
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if(y == TOINT(poly[a2].y)){
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// reached end of edge
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if(y == yend){
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if(deltaA < 0.0f)
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xend = xA - deltaA;
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xend = TOINT(xA - deltaA);
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else{
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do{
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xend = poly[a2++].x;
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xend = TOINT(poly[a2++].x);
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if(a2 == numVertices) a2 = 0;
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}while(xend < (int)poly[a2].x);
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}while(xend < TOINT(poly[a2].x));
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}
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}else{
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// switch edges
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if(deltaA < 0.0f)
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xend = xA - deltaA;
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xend = TOINT(xA - deltaA);
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else
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xend = poly[a2].x;
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xend = TOINT(poly[a2].x);
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do{
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a1 = a2++;
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if(a2 == numVertices) a2 = 0;
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if((int)poly[a1].x > xend)
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xend = poly[a1].x;
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}while(y == (int)poly[a2].y);
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if(TOINT(poly[a1].x) > xend)
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xend = TOINT(poly[a1].x);
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}while(y == TOINT(poly[a2].y));
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deltaA = CalcNewDelta(&poly[a1], &poly[a2]);
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xA = deltaA * (Ceil(poly[a1].y) - poly[a1].y) + poly[a1].x;
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if(deltaA >= 0.0f && (int)xA > xend)
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xend = xA;
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if(deltaA >= 0.0f && TOINT(xA) > xend)
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xend = TOINT(xA);
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}
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}else{
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if(deltaA < 0.0f)
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xend = xA - deltaA;
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xend = TOINT(xA - deltaA);
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else
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xend = xA;
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xend = TOINT(xA);
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}
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}
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}
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