- handled approx. half of all cases where the address of level is taken.
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b4acb857ad
commit
648e472744
38 changed files with 122 additions and 128 deletions
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@ -143,7 +143,7 @@ static void PrecacheLevel(FLevelLocals *Level)
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memset(hitlist.Data(), 0, cnt);
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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auto iterator = Level->GetThinkerIterator<AActor>();
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while ((actor = iterator.Next()))
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{
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@ -485,7 +485,7 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
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// Don't count monsters in end-of-level sectors if option is on
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if (dmflags2 & DF2_NOCOUNTENDMONST)
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{
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TThinkerIterator<AActor> it;
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auto it = Level->GetThinkerIterator<AActor>();
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AActor * mo;
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while ((mo = it.Next()))
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@ -500,7 +500,7 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
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}
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}
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T_PreprocessScripts(&level); // preprocess FraggleScript scripts
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T_PreprocessScripts(Level); // preprocess FraggleScript scripts
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// build subsector connect matrix
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// UNUSED P_ConnectSubsectors ();
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@ -513,8 +513,8 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
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// preload graphics and sounds
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if (precache)
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{
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PrecacheLevel(&level);
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S_PrecacheLevel();
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PrecacheLevel(Level);
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S_PrecacheLevel(Level);
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}
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if (deathmatch)
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@ -663,7 +663,7 @@ CUSTOM_CVAR(Bool, forcewater, false, CVAR_ARCHIVE | CVAR_SERVERINFO)
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{
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if (gamestate == GS_LEVEL)
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{
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auto Level = &level;
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auto Level = currentUILevel;
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for (auto &sec : Level->sectors)
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{
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sector_t *hsec = sec.GetHeightSec();
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