- moved main polyobject array into FLevelLocals and simplified the setup process to not depend on P_SpawnMapThing.
Since the SpawnedThings array is still available when polyobjects are spawned it makes no sense to create an expensive linked list in P_SpawnMapThing. This can be done far better by scanning through the array again and collect all matching items in a second array.
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12 changed files with 72 additions and 126 deletions
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@ -108,6 +108,8 @@ TArray<FMapThing> MapThingsConverted;
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bool ForceNodeBuild;
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void PO_Init();
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#define MISSING_TEXTURE_WARN_LIMIT 20
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void BloodCrypt (void *data, int key, int len);
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@ -81,7 +81,7 @@ class MapLoader
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TMap<unsigned, unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
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TArray<FUDMFKey> MapThingsUserData;
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int sidecount;
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int sidecount = 0;
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TArray<int> linemap;
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TMap<int, EDLinedef> EDLines;
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@ -130,6 +130,7 @@ class MapLoader
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void ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmapsidedef_t *msd, int special, int tag, short *alpha, FMissingTextureTracker &missingtex);
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void SetMapThingUserData(AActor *actor, unsigned udi);
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void CreateBlockMap();
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void PO_Init(void);
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public:
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void LoadMapinfoACSLump();
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