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in non-perspective modes, draw disk restriction as wireframes instead of solid walls
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828c185520
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@ -1741,6 +1741,13 @@ void celldrawer::draw_features_and_walls_3d() {
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int ofs = currentmap->wall_offset(c);
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if(isWall3(c, wcol)) {
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if(!no_wall_rendering) {
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if(c->wall == waChasm && c->land == laMemory && !in_perspective()) {
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for(int a=0; a<c->type; a++) if(c->move(a) && c->move(a)->land != laMemory) {
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auto& poly = queuepoly(V, cgi.shWireframe3D[ofs + a], 0);
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poly.outline = (wcol << 8) | 0x40;
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}
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goto after_walls;
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}
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color_t wcol2 = wcol;
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#if CAP_TEXTURE
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if(texture::config.tstate == texture::tsActive) wcol2 = texture::config.recolor(wcol);
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@ -1853,6 +1860,7 @@ void celldrawer::draw_features_and_walls_3d() {
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queuepoly(face_the_player(V), chasmgraph(c) ? cgi.shSawRing : cgi.shRing, darkena(wcol, 0, 0xFF));
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}
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after_walls:
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int rd = rosedist(c);
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if(rd == 1)
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queuepoly(face_the_player(V), cgi.shLoveRing, darkena(0x804060, 0, 0xFF));
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