- store extended sector info directly in FLevelLocals.
This is safer than using the first sector's reference.
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3 changed files with 4 additions and 9 deletions
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@ -314,11 +314,6 @@ void FLevelLocals::ClearLevelData()
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DialogueRoots.Clear();
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ClassRoots.Clear();
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// delete allocated data in the level arrays.
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if (sectors.Size() > 0)
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{
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delete[] sectors[0].e;
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}
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for (auto &sub : subsectors)
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{
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if (sub.BSP != nullptr) delete sub.BSP;
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@ -335,6 +330,7 @@ void FLevelLocals::ClearLevelData()
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canvasTextureInfo.EmptyList();
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sections.Clear();
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segs.Clear();
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extsectors.Clear();
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sectors.Clear();
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linebuffer.Clear();
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subsectorbuffer.Clear();
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