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Hack for misaligned BIGDOOR1 texture
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releasenotes.md

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@@ -49,6 +49,7 @@
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* Instead of using the `r_sprites_translucency` CVAR, the translucency effect when the player fires their weapon can now be disabled on its own using the new `r_playerweapon_translucency` CVAR, which is `on` by default and `off` when vanilla mode is enabled.
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* Obituaries are now still recorded every time something is killed when the `obituaries` CVAR is `off`, but are just not displayed in the console.
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* Wildcard expressions now work correctly with the `reset` CCMD to reset multiple CVARs at once.
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* The `BIGDOOR1` texture is now aligned correctly.
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![](https://github.com/bradharding/www.doomretro.com/raw/master/wiki/bigdivider.png)
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src/r_patch.c

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@@ -51,6 +51,7 @@
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static rpatch_t *patches;
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static rpatch_t *texturecomposites;
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static short BIGDOOR1;
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static short BIGDOOR7;
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static short FIREBLU1;
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static short SKY1;
@@ -369,6 +370,8 @@ static void CreateTextureCompositePatch(const int id)
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// [BH] use incorrect y-origin for certain textures
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if (id == BIGDOOR7 || id == FIREBLU1 || id == SKY1 || (id == STEP2 && modifiedgame) || id == TEKWALL1)
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oy = 0;
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else if (id == BIGDOOR1)
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oy += 32;
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else if (countsincolumn[tx].patches > 1)
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{
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if (!i)
@@ -482,6 +485,7 @@ void R_InitPatches(void)
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texturecomposites = calloc(numtextures, sizeof(rpatch_t));
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BIGDOOR1 = R_CheckTextureNumForName("BIGDOOR1");
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BIGDOOR7 = R_CheckTextureNumForName("BIGDOOR7");
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FIREBLU1 = R_CheckTextureNumForName("FIREBLU1");
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SKY1 = R_CheckTextureNumForName("SKY1");

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