Ignore extra lightmap tiles generated by zdray
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1 changed files with 7 additions and 2 deletions
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@ -3121,15 +3121,20 @@ bool MapLoader::LoadLightmap(MapData* map)
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auto it = levelTiles.find(binding);
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if (it == levelTiles.end())
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{
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if (errors < 10 && developer >= 1)
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// ZDRay and HWWall don't always agree on which surfaces are visible.
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// It is too much work making sure ZDRay only generates surfaces that HWWall wants to use, so just ignore the extra tiles.
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// Yes this is lazy. No, I don't care. I don't get paid for this and its already boring as fuck.
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#if 0
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if (errors < 100 && developer >= 1)
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Printf("Could not find lightmap tile in level mesh (type = %d, index = %d, control sector = %d)\n", entry.type, entry.typeIndex, entry.controlSector);
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errors++;
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#endif
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continue;
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}
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if (entry.width == 0 || entry.height == 0)
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{
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if (errors < 10 && developer >= 1)
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if (errors < 100 && developer >= 1)
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Printf("Invalid lightmap tile found (type = %d, index = %d, control sector = %d)\n", entry.type, entry.typeIndex, entry.controlSector);
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errors++;
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continue;
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