- Added support for loading ZGL3/XGL3 nodes.
- Added additional debug spew for the nodebuilder. - Restore the nodebuilder's debug spew that was present in ZDBSP but not the internal version. Use the CRT's printf for this output to ensure that it is identical to ZDBSP's output for the same input. SVN r3980 (trunk)
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b1543fdc08
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8 changed files with 92 additions and 23 deletions
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@ -853,15 +853,18 @@ bool P_LoadGLNodes(MapData * map)
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{
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if (map->MapLumps[ML_GLZNODES].Reader && map->MapLumps[ML_GLZNODES].Reader->GetLength() != 0)
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{
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const int idcheck = MAKE_ID('Z','G','L','N');
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const int idcheck2 = MAKE_ID('Z','G','L','2');
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const int idcheck3 = MAKE_ID('X','G','L','N');
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const int idcheck4 = MAKE_ID('X','G','L','2');
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const int idcheck1a = MAKE_ID('Z','G','L','N');
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const int idcheck2a = MAKE_ID('Z','G','L','2');
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const int idcheck3a = MAKE_ID('Z','G','L','3');
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const int idcheck1b = MAKE_ID('X','G','L','N');
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const int idcheck2b = MAKE_ID('X','G','L','2');
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const int idcheck3b = MAKE_ID('X','G','L','3');
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int id;
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map->Seek(ML_GLZNODES);
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map->file->Read (&id, 4);
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if (id == idcheck || id == idcheck2 || id == idcheck3 || id == idcheck4)
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if (id == idcheck1a || id == idcheck2a || id == idcheck3a ||
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id == idcheck1b || id == idcheck2b || id == idcheck3b)
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{
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try
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{
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