- fixed: The sight checker's portalgroup variable was not initialized.

- got rid of glsegextras.

This was probably one of the most ill-conceived means to save some memory in ZDoom, but now, when a pure software rendered engine no longer needs to be considered it's just totally useless to keep this mess in.
This commit is contained in:
Christoph Oelckers 2017-01-09 01:28:07 +01:00
commit b9ac44e8f2
8 changed files with 39 additions and 107 deletions

View file

@ -127,7 +127,6 @@ vertexdata_t* vertexdatas;
int numsegs;
seg_t* segs;
glsegextra_t* glsegextras;
int numsubsectors;
subsector_t* subsectors;
@ -933,7 +932,7 @@ void P_LoadGLZSegs (FileReaderBase &data, int type)
{
seg[-1].v2 = seg->v1;
}
glsegextras[seg - segs].PartnerSeg = partner;
seg->PartnerSeg = &segs[partner];
if (line != 0xFFFFFFFF)
{
line_t *ldef;
@ -1041,7 +1040,6 @@ void LoadZNodes(FileReaderBase &data, int glnodes)
numsegs = numSegs;
segs = new seg_t[numsegs];
memset (segs, 0, numsegs*sizeof(seg_t));
glsegextras = NULL;
for (i = 0; i < numSubs; ++i)
{
@ -1054,7 +1052,6 @@ void LoadZNodes(FileReaderBase &data, int glnodes)
}
else
{
glsegextras = new glsegextra_t[numsegs];
P_LoadGLZSegs (data, glnodes);
}
@ -3092,14 +3089,11 @@ static void P_GroupLines (bool buildmap)
{
subsectors[i].sector = subsectors[i].firstline->sidedef->sector;
}
if (glsegextras != NULL)
for (int i = 0; i < numsubsectors; i++)
{
for (int i = 0; i < numsubsectors; i++)
for (jj = 0; jj < subsectors[i].numlines; ++jj)
{
for (jj = 0; jj < subsectors[i].numlines; ++jj)
{
glsegextras[subsectors[i].firstline - segs + jj].Subsector = &subsectors[i];
}
subsectors[i].firstline[jj].Subsector = &subsectors[i];
}
}
times[0].Unclock();
@ -3437,11 +3431,6 @@ void P_FreeLevelData ()
segs = NULL;
}
numsegs = 0;
if (glsegextras != NULL)
{
delete[] glsegextras;
glsegextras = NULL;
}
if (level.sectors.Size() > 0)
{
delete[] level.sectors[0].e;
@ -3908,7 +3897,7 @@ void P_SetupLevel (const char *lumpname, int position)
// if the different machines' am_textured setting differs.
FNodeBuilder builder (leveldata, polyspots, anchors, BuildGLNodes);
builder.Extract (nodes, numnodes,
segs, glsegextras, numsegs,
segs, numsegs,
subsectors, numsubsectors,
level.vertexes);
endTime = I_FPSTime ();
@ -4165,12 +4154,6 @@ void P_SetupLevel (const char *lumpname, int position)
MapThingsUserData.Clear();
P_BackupMapData();
if (glsegextras != NULL)
{
delete[] glsegextras;
glsegextras = NULL;
}
}