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Fix custom shader loading
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commit
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2 changed files with 4 additions and 10 deletions
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@ -6147,6 +6147,7 @@ void HWR_AddSessionCommands(void)
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// --------------------------------------------------------------------------
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void HWR_Startup(void)
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{
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INT32 i;
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static boolean startupdone = false;
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// do this once
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@ -6167,9 +6168,9 @@ void HWR_Startup(void)
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startupdone = true;
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// jimita
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HWD.pfnKillShaders();
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HWD.pfnLoadShaders();
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for (i = 0; i < numwadfiles; i++)
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HWR_LoadShaders(i, (wadfiles[i]->type == RET_PK3));
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HWD.pfnInitCustomShaders();
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}
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// --------------------------------------------------------------------------
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@ -6596,8 +6597,6 @@ skip_field:
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}
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}
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HWD.pfnInitCustomShaders();
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Z_Free(line);
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return;
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}
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@ -788,11 +788,6 @@ UINT16 W_InitFile(const char *filename, boolean mainfile)
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wadfiles[numwadfiles] = wadfile;
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numwadfiles++; // must come BEFORE W_LoadDehackedLumps, so any addfile called by COM_BufInsertText called by Lua doesn't overwrite what we just loaded
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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HWR_LoadShaders(numwadfiles - 1, (wadfile->type == RET_PK3));
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#endif
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// TODO: HACK ALERT - Load Lua & SOC stuff right here. I feel like this should be out of this place, but... Let's stick with this for now.
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switch (wadfile->type)
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{
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