forked from Ports/perfect_dark
check surfacetype to better skip glass props
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@@ -1070,7 +1070,9 @@ bool shotTestLos(struct coord *gunpos2d, struct coord *gundir2d, struct coord *g
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}
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if (shotdata.hits[0].prop) {
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// ignore some glass parts and shields
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if (shotdata.hits[0].slowsbullet && shotdata.hits[0].hitthing.texturenum != 10000) {
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if (shotdata.hits[0].slowsbullet && shotdata.hits[0].hitthing.texturenum != 10000 &&
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g_Textures[shotdata.hits[0].hitthing.texturenum].surfacetype != SURFACETYPE_GLASS &&
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g_Textures[shotdata.hits[0].hitthing.texturenum].surfacetype != SURFACETYPE_GLASSXLU) {
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return false;
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}
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}
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