Access unique_segment::slide_textures directly
segment inherits unique_segment, so unique_segment members can be referenced from an instance of segment. Eventually, segment will be removed. Adjust references to go through unique_segment to support this change.
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@ -1939,16 +1939,16 @@ window_event_result GameProcessFrame()
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void compute_slide_segs()
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{
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auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
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range_for (const auto &&segp, vmsegptr)
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for (const csmusegment suseg : vmsegptr)
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{
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uint8_t slide_textures = 0;
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range_for (const int sidenum, xrange(6u)) {
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const auto &sside = segp->shared_segment::sides[sidenum];
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const auto &uside = segp->unique_segment::sides[sidenum];
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const auto &uside = suseg.u.sides[sidenum];
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const auto &ti = TmapInfo[uside.tmap_num];
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if (!(ti.slide_u || ti.slide_v))
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continue;
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if (IS_CHILD(segp->children[sidenum]) && sside.wall_num == wall_none)
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const auto &sside = suseg.s.sides[sidenum];
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if (IS_CHILD(suseg.s.children[sidenum]) && sside.wall_num == wall_none)
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/* If a wall exists, it could be visible at start or
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* become visible later, so always enable sliding for
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* walls.
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@ -1956,7 +1956,7 @@ void compute_slide_segs()
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continue;
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slide_textures |= 1 << sidenum;
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}
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segp->slide_textures = slide_textures;
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suseg.u.slide_textures = slide_textures;
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}
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}
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@ -1978,14 +1978,14 @@ static void update_uv(std::array<uvl, 4> &uvls, uvl &i, fix a)
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static void slide_textures(void)
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{
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auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
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range_for (const auto &&segp, vmsegptr)
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for (unique_segment &useg : vmsegptr)
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{
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if (const auto slide_seg = segp->slide_textures)
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if (const auto slide_seg = useg.slide_textures)
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{
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range_for (const int sidenum, xrange(6u)) {
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if (slide_seg & (1 << sidenum))
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{
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auto &side = segp->unique_segment::sides[sidenum];
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auto &side = useg.sides[sidenum];
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const auto &ti = TmapInfo[side.tmap_num];
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const auto tiu = ti.slide_u;
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const auto tiv = ti.slide_v;
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