doing pick_connected_segment in D1 way - more reliable
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20070816
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--------
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main/inferno.c: moved first call of gr_set_mode to before font loading, so OpenGL is initialised before it tries to load textures
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main/fireball.c: doing pick_connected_segment in D1 way - more reliable
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20070809
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--------
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@ -462,11 +462,10 @@ int pick_connected_segment(object *objp, int max_depth)
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side_rand[i] = temp;
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}
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while (tail != head) {
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int sidenum, count;
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int sidenum;
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segment *segp;
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int ind1, ind2, temp;
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sbyte ind1, ind2, temp;
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if (cur_depth >= max_depth) {
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// mprintf((0, "selected segment %i\n", seg_queue[tail]));
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@ -483,16 +482,9 @@ int pick_connected_segment(object *objp, int max_depth)
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side_rand[ind1] = side_rand[ind2];
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side_rand[ind2] = temp;
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count = 0;
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for (sidenum=ind1; count<MAX_SIDES_PER_SEGMENT; count++) {
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int snrand, wall_num;
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if (sidenum == MAX_SIDES_PER_SEGMENT)
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sidenum = 0;
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snrand = side_rand[sidenum];
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wall_num = segp->sides[snrand].wall_num;
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sidenum++;
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for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
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int snrand = side_rand[sidenum];
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int wall_num = segp->sides[snrand].wall_num;
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if (((wall_num == -1) && (segp->children[snrand] > -1)) || door_is_openable_by_player(segp, snrand)) {
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if (visited[segp->children[snrand]] == 0) {
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