- removed the hasglnodes variables.

Since the software renderer also requires GL nodes now this was always true.
This commit is contained in:
Christoph Oelckers 2018-12-20 18:40:19 +01:00
commit e279214f5b
5 changed files with 33 additions and 48 deletions

View file

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