Fix #9: Blocks vision polys always cast shadows
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@ -333,7 +333,7 @@ public class WorldRep : IChunk
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public byte PortalPolyCount { get; set; }
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public byte PortalPolyCount { get; set; }
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public byte PlaneCount { get; set; }
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public byte PlaneCount { get; set; }
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public byte Medium { get; set; }
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public byte Medium { get; set; }
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public byte Flags { get; set; }
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public byte Flags { get; set; } // TODO: Make these a [Flags] enum
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public int PortalVertices { get; set; }
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public int PortalVertices { get; set; }
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public ushort NumVList { get; set; }
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public ushort NumVList { get; set; }
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public byte AnimLightCount { get; set; }
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public byte AnimLightCount { get; set; }
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@ -47,8 +47,7 @@ public class MeshBuilder
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// - Water surfaces
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// - Water surfaces
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// - Door vision blockers
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// - Door vision blockers
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//
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//
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// Door vision blockers are the interesting one. They're not RenderPolys at all, and we only include
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// Door vision blockers are the interesting one. They're not RenderPolys at all, just flagged Polys.
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// them in the mesh if the cell only has two of them (otherwise the door is in the middle of the air)
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SurfaceType primType;
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SurfaceType primType;
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if (polyIdx < solidPolys)
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if (polyIdx < solidPolys)
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{
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{
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@ -58,7 +57,7 @@ public class MeshBuilder
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{
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{
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primType = SurfaceType.Water;
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primType = SurfaceType.Water;
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}
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}
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else if (cell is { Flags: 24, PortalPolyCount: 2 }) // TODO: Work out what these flags are!!
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else if ((cell.Flags & 8) != 0)
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{
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{
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primType = SurfaceType.Solid;
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primType = SurfaceType.Solid;
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}
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}
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