- moved the static sky variables into FLevelLocals and removed the redundant ones for the texture ID.
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06e5dd1d86
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13 changed files with 89 additions and 91 deletions
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@ -175,20 +175,14 @@ static void PrecacheLevel(FLevelLocals *Level)
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AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::bottom), FTextureManager::HIT_Wall);
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}
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// Sky texture is always present.
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// Note that F_SKY1 is the name used to
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// indicate a sky floor/ceiling as a flat,
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// while the sky texture is stored like
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// a wall texture, with an episode dependant
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// name.
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if (sky1texture.isValid())
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if (Level->skytexture1.isValid())
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{
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AddToList(hitlist.Data(), sky1texture, FTextureManager::HIT_Sky);
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AddToList(hitlist.Data(), Level->skytexture1, FTextureManager::HIT_Sky);
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}
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if (sky2texture.isValid())
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if (Level->skytexture2.isValid())
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{
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AddToList(hitlist.Data(), sky2texture, FTextureManager::HIT_Sky);
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AddToList(hitlist.Data(), Level->skytexture2, FTextureManager::HIT_Sky);
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}
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for (auto n : gameinfo.PrecachedTextures)
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