- removed the hasglnodes variables.
Since the software renderer also requires GL nodes now this was always true.
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d140d767a4
commit
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5 changed files with 33 additions and 48 deletions
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@ -148,8 +148,6 @@ inline bool P_LoadBuildMap(uint8_t *mapdata, size_t len, FMapThing **things, int
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//
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TArray<vertexdata_t> vertexdatas;
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bool hasglnodes;
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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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@ -3371,7 +3369,6 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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map->GetChecksum(level.md5);
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// find map num
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level.lumpnum = map->lumpnum;
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hasglnodes = false;
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if (newGame)
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{
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@ -3678,11 +3675,10 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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// use in P_PointInSubsector to avoid problems with maps that depend on the specific
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// nodes they were built with (P:AR E1M3 is a good example for a map where this is the case.)
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reloop |= P_CheckNodes(map, BuildGLNodes, (uint32_t)(endTime - startTime));
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hasglnodes = true;
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}
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else
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{
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hasglnodes = P_CheckForGLNodes();
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P_CheckForGLNodes();
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}
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// set the head node for gameplay purposes. If the separate gamenodes array is not empty, use that, otherwise use the render nodes.
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@ -3704,12 +3700,9 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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P_FloodZones();
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times[13].Unclock();
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if (hasglnodes)
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{
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P_SetRenderSector();
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FixMinisegReferences();
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FixHoles();
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}
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P_SetRenderSector();
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FixMinisegReferences();
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FixHoles();
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level.bodyqueslot = 0;
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// phares 8/10/98: Clear body queue so the corpses from previous games are
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