- moved slope creation functions and most initialize-time variables into MapLoader class.
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7 changed files with 71 additions and 86 deletions
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@ -109,11 +109,13 @@
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#include "fragglescript/t_fs.h"
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sidei_t *sidetemp;
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TArray<FMapThing> MapThingsConverted;
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bool ForceNodeBuild;
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#define MISSING_TEXTURE_WARN_LIMIT 20
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void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
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void P_SetSlopes ();
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void P_CopySlopes();
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void BloodCrypt (void *data, int key, int len);
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void P_ClearUDMFKeys();
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void InitRenderInfo();
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@ -139,24 +141,6 @@ inline bool P_LoadBuildMap(uint8_t *mapdata, size_t len, FMapThing **things, int
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return false;
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}
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//
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// MAP related Lookup tables.
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// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
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//
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TArray<vertexdata_t> vertexdatas;
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TArray<FMapThing> MapThingsConverted;
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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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sidei_t *sidetemp;
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TArray<int> linemap;
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bool ForceNodeBuild;
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//===========================================================================
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//
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// Sets a sidedef's texture and prints a message if it's not present.
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@ -1235,7 +1219,7 @@ void MapLoader::LoadNodes (MapData * map)
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//
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//===========================================================================
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static void SetMapThingUserData(AActor *actor, unsigned udi)
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void MapLoader::SetMapThingUserData(AActor *actor, unsigned udi)
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{
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if (actor == nullptr)
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{
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@ -2831,7 +2815,7 @@ void MapLoader::GroupLines (bool buildmap)
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times[5].Clock();
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if (!buildmap)
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{
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P_SetSlopes ();
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SetSlopes ();
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}
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times[5].Unclock();
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@ -3112,9 +3096,6 @@ void P_FreeLevelData ()
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// [ZZ] delete per-map event handlers
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E_Shutdown(true);
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MapThingsConverted.Clear();
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MapThingsUserDataIndex.Clear();
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MapThingsUserData.Clear();
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linemap.Clear();
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R_FreePastViewers();
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P_ClearUDMFKeys();
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@ -3461,9 +3442,6 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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loader.LoopSidedefs(true);
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times[6].Unclock();
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linemap.Clear();
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linemap.ShrinkToFit();
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loader.SummarizeMissingTextures(missingtex);
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}
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else
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@ -3664,8 +3642,8 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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if (!buildmap)
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{
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// [RH] Spawn slope creating things first.
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P_SpawnSlopeMakers(&MapThingsConverted[0], &MapThingsConverted[MapThingsConverted.Size()], oldvertextable);
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P_CopySlopes();
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loader.SpawnSlopeMakers(&MapThingsConverted[0], &MapThingsConverted[MapThingsConverted.Size()], oldvertextable);
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loader.CopySlopes();
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// Spawn 3d floors - must be done before spawning things so it can't be done in P_SpawnSpecials
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P_Spawn3DFloors();
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@ -3881,8 +3859,6 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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}
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}
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MapThingsConverted.Clear();
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MapThingsUserDataIndex.Clear();
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MapThingsUserData.Clear();
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// Create a backup of the map data so the savegame code can toss out all fields that haven't changed in order to reduce processing time and file size.
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// Note that we want binary identity here, so assignment is not sufficient because it won't initialize any padding bytes.
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