- removed the needless copying around of the vertexdatas array. The slope code can just use this from the TArray created by the UDMF parser.
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4 changed files with 7 additions and 17 deletions
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@ -394,7 +394,6 @@ class UDMFParser : public UDMFParserBase
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TArray<intmapsidedef_t> ParsedSideTextures;
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TArray<sector_t> ParsedSectors;
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TArray<vertex_t> ParsedVertices;
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TArray<vertexdata_t> ParsedVertexDatas;
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FDynamicColormap *fogMap, *normMap;
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FMissingTextureTracker &missingTex;
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@ -1996,7 +1995,7 @@ public:
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vertexdata_t vd;
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ParseVertex(&vt, &vd);
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ParsedVertices.Push(vt);
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ParsedVertexDatas.Push(vd);
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vertexdatas.Push(vd);
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}
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else
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{
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@ -2014,11 +2013,6 @@ public:
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level.vertexes.Alloc(ParsedVertices.Size());
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memcpy(&level.vertexes[0], &ParsedVertices[0], level.vertexes.Size() * sizeof(vertex_t));
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// Create the real vertex datas
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numvertexdatas = ParsedVertexDatas.Size();
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vertexdatas = new vertexdata_t[numvertexdatas];
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memcpy(vertexdatas, &ParsedVertexDatas[0], numvertexdatas * sizeof(*vertexdatas));
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// Create the real sectors
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level.sectors.Alloc(ParsedSectors.Size());
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memcpy(&level.sectors[0], &ParsedSectors[0], level.sectors.Size() * sizeof(sector_t));
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