- Did some minor reorganization of code in r_data.cpp (mostly to make

handling of textures easier in GZDoom.)
- Did some preparations to allow loading folders on the HD into the lump
  directory.


SVN r298 (trunk)
This commit is contained in:
Christoph Oelckers 2006-08-17 22:10:50 +00:00
commit aef5df6628
9 changed files with 261 additions and 134 deletions

View file

@ -271,7 +271,19 @@ MapData *P_OpenMapData(const char * mapname)
if (lump_name > lump_wad && lump_name > lump_map && lump_name != -1)
{
map->file = Wads.GetFileReader(Wads.GetLumpFile (lump_name));
int lumpfile=Wads.GetLumpFile(lump_name);
int nextfile=Wads.GetLumpFile(lump_name+1);
if (lumpfile != nextfile)
{
// The following lump is from a different file so whatever this is,
// it is not a multi-lump Doom level.
return map;
}
// This case can only happen if the lump is inside a real WAD file.
// As such any special handling for other types of lumps is skipped.
map->file = Wads.GetFileReader(lumpfile);
map->CloseOnDestruct = false;
map->lumpnum = lump_name;