- added the missing Level parameters to AActor::StaticSpawn and P_ExecuteSpecial.
I think these were the last two still missing it, all remaining uses of the global level variable are in code that doesn't get run through a level tick and are supposed to access the primary level.
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25 changed files with 124 additions and 233 deletions
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@ -367,7 +367,7 @@ void D_Render(std::function<void()> action, bool interpolate)
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// Check for the presence of dynamic lights at the start of the frame once.
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if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4))
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{
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Level->HasDynamicLights = !!level.lights;
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Level->HasDynamicLights = !!Level->lights;
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}
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else Level->HasDynamicLights = false; // lights are off so effectively we have none.
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if (interpolate) Level->interpolator.DoInterpolations(I_GetTimeFrac());
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@ -2726,7 +2726,10 @@ void D_DoomMain (void)
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// clean up game state
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ST_Clear();
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D_ErrorCleanup ();
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level.Thinkers.DestroyThinkersInList(STAT_STATIC);
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for (auto Level : AllLevels())
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{
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Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
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}
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E_Shutdown(false);
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P_FreeLevelData();
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