- made the automap an object.
This simplifies handling a lot because it allows to make the level the owner of its map.
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parent
625e9f2525
commit
05830455e7
14 changed files with 839 additions and 791 deletions
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@ -1019,9 +1019,8 @@ void G_DoLoadLevel (int position, bool autosave, bool newGame)
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E_NewGame(EventHandlerType::Global);
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}
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P_SetupLevel (level.MapName, position, newGame);
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P_SetupLevel (&level, position, newGame);
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AM_LevelInit();
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// [RH] Start lightning, if MAPINFO tells us to
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if (level.flags & LEVEL_STARTLIGHTNING)
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@ -1126,6 +1125,7 @@ void G_DoLoadLevel (int position, bool autosave, bool newGame)
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{
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I_Error("no start for player %d found.", pnumerr);
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}
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P_ResetSightCounters(true);
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}
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@ -1452,8 +1452,6 @@ int G_FinishTravel ()
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void FLevelLocals::Init()
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{
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level_info_t *info;
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BaseBlendA = 0.0f; // Remove underwater blend effect, if any
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gravity = sv_gravity * 35/TICRATE;
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@ -1465,7 +1463,6 @@ void FLevelLocals::Init()
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info = FindLevelInfo (MapName);
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info = info;
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skyspeed1 = info->skyspeed1;
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skyspeed2 = info->skyspeed2;
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skytexture1 = TexMan.GetTextureID(info->SkyPic1, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
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@ -1976,6 +1973,7 @@ void FLevelLocals::Mark()
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GC::Mark(SpotState);
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GC::Mark(FraggleScriptThinker);
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GC::Mark(ACSThinker);
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GC::Mark(automap);
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canvasTextureInfo.Mark();
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for (auto &c : CorpseQueue)
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{
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