Rewrote Rend_WallHeightDivision() to use vertex line owners instead of sector owners and so that it works with an unlimited number of planes per sector. Also, the sector owners have now been removed (nothing remains that uses them).
Todo: By utilizing the line owners we know that floor/ceiling heights in the next (anti)clockwise sector can be clipped by the last highest/lowest division height. If the planes of a sector could be iterated by height:
Sorting the divisions would not be necessary.
A rare case of unnecessary division could be circumvented (when the height of a plane in a sector which does not share a linedef with the test seg's front sector and, which is below that of the nearest neighbor division).
Rewrote Rend_WallHeightDivision() to use vertex line owners instead of sector owners and so that it works with an unlimited number of planes per sector. Also, the sector owners have now been removed (nothing remains that uses them).
Todo: By utilizing the line owners we know that floor/ceiling heights in the next (anti)clockwise sector can be clipped by the last highest/lowest division height. If the planes of a sector could be iterated by height: