Make background black, start cleanup of weapons
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+6
-4
@@ -71,15 +71,17 @@ doDrawing pdata w = do
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clearColor $= Color4 0 0 0 0
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clear [ColorBuffer,DepthBuffer]
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depthFunc $= Just Less
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if w ^. config . wall_textured
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then renderTextureWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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-- draw wall occlusions from your point of view
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drawShader (_lightingOccludeShader pdata) nWalls
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-- this might only work because the uniform has been correctly set
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-- elsewhere, beware
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if w ^. config . wall_textured
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then renderTextureWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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renderFoldable shadV $ polysToPic $ foregroundPics w
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layerCounts <- UMV.replicate (6*6) 0
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