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https://git.do.srb2.org/STJr/SRB2.git
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Separate loading of extended nodes into its own file
This commit is contained in:
parent
389b9e35c4
commit
8032054a47
1 changed files with 203 additions and 201 deletions
404
src/p_setup.c
404
src/p_setup.c
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@ -1476,6 +1476,208 @@ typedef enum {
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NT_UNSUPPORTED
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} nodetype_t;
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static void P_LoadExtendedNodes(UINT8 *data, nodetype_t nodetype)
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{
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size_t i, j, k;
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INT16 m;
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/// Extended node formats feature additional vertexes; useful for OpenGL, but totally useless in gamelogic.
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UINT32 orivtx, xtrvtx;
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orivtx = READUINT32(data);
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xtrvtx = READUINT32(data);
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if (numvertexes != orivtx) /// If native vertex count doesn't match node original vertex count, bail out (broken data?).
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{
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CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
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return;
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}
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if (xtrvtx) /// If extra vertexes were generated, reallocate the vertex array and fix the pointers.
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{
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line_t *ld = lines;
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size_t oldpos = (size_t)vertexes;
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ssize_t offset;
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numvertexes += xtrvtx;
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vertexes = Z_Realloc(vertexes, numvertexes*sizeof(*vertexes), PU_LEVEL, NULL);
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offset = ((size_t)vertexes) - oldpos;
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for (i = 0, ld = lines; i < numlines; i++, ld++)
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{
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ld->v1 = (vertex_t*)((size_t)ld->v1 + offset);
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ld->v2 = (vertex_t*)((size_t)ld->v2 + offset);
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}
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}
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// Read vertex data.
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for (i = orivtx; i < numvertexes; i++)
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{
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vertexes[i].x = READFIXED(data);
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vertexes[i].y = READFIXED(data);
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}
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// Subsectors
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numsubsectors = READUINT32(data);
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subsectors = Z_Calloc(numsubsectors*sizeof(*subsectors), PU_LEVEL, NULL);
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for (i = 0; i < numsubsectors; i++)
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subsectors[i].numlines = READUINT32(data);
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// Segs
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numsegs = READUINT32(data);
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segs = Z_Calloc(numsegs*sizeof(*segs), PU_LEVEL, NULL);
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for (i = 0, k = 0; i < numsubsectors; i++)
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{
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subsectors[i].firstline = k;
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switch (nodetype)
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{
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case NT_XGLN:
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for (m = 0; m < subsectors[i].numlines; m++, k++)
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{
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UINT16 linenum;
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UINT32 vert;
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vert = READUINT32(data);
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segs[k].v1 = &vertexes[vert];
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if (m == 0)
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segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
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else
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segs[k - 1].v2 = segs[k].v1;
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data += 4;// partner; can be ignored by software renderer;
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linenum = READUINT16(data);
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if (linenum == 0xFFFF)
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{
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segs[k].glseg = true;
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segs[k].linedef = NULL;
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}
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else
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{
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segs[k].glseg = false;
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segs[k].linedef = &lines[linenum];
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}
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segs[k].side = READUINT8(data);
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}
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break;
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case NT_XGL3:
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for (m = 0; m < subsectors[i].numlines; m++, k++)
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{
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UINT32 linenum;
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UINT32 vert;
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vert = READUINT32(data);
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segs[k].v1 = &vertexes[vert];
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if (m == 0)
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segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
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else
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segs[k - 1].v2 = segs[k].v1;
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data += 4;// partner; can be ignored by software renderer;
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linenum = READUINT32(data);
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if (linenum == 0xFFFFFFFF)
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{
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segs[k].glseg = true;
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segs[k].linedef = NULL;
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}
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else
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{
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segs[k].glseg = false;
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segs[k].linedef = NULL;
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}
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segs[k].side = READUINT8(data);
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}
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break;
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case NT_XNOD:
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for (m = 0; m < subsectors[i].numlines; m++, k++)
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{
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segs[k].v1 = &vertexes[READUINT32(data)];
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segs[k].v2 = &vertexes[READUINT32(data)];
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segs[k].linedef = &lines[READUINT16(data)];
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segs[k].side = READUINT8(data);
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}
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break;
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default:
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return;
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}
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}
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{
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INT32 side;
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seg_t *li;
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for (i = 0, li = segs; i < numsegs; i++, li++)
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{
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vertex_t *v1 = li->v1;
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vertex_t *v2 = li->v2;
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li->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
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li->offset = FixedHypot(v1->x - li->linedef->v1->x, v1->y - li->linedef->v1->y);
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side = li->side;
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li->sidedef = &sides[li->linedef->sidenum[side]];
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li->frontsector = sides[li->linedef->sidenum[side]].sector;
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if (li->linedef->flags & ML_TWOSIDED)
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li->backsector = sides[li->linedef->sidenum[side ^ 1]].sector;
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else
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li->backsector = 0;
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segs[i].numlights = 0;
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segs[i].rlights = NULL;
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}
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}
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// Nodes
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numnodes = READINT32(data);
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nodes = Z_Calloc(numnodes*sizeof(*nodes), PU_LEVEL, NULL);
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if (nodetype == NT_XGL3)
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{
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UINT32 x, y, dx, dy;
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UINT32 c0, c1;
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node_t *mn;
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for (i = 0, mn = nodes; i < numnodes; i++, mn++)
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{
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// Splitter.
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x = READINT32(data);
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y = READINT32(data);
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dx = READINT32(data);
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dy = READINT32(data);
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mn->x = x;
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mn->y = y;
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mn->dx = dx;
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mn->dy = dy;
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// Bounding boxes and children.
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for (j = 0; j < 2; j++)
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for (k = 0; k < 4; k++)
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mn->bbox[j][k] = READINT16(data) << FRACBITS;
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c0 = READUINT32(data);
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c1 = READUINT32(data);
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mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
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mn->children[1] = ShrinkNodeID(c1);
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}
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}
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else
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{
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UINT32 c0, c1;
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node_t *mn;
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for (i = 0, mn = nodes; i < numnodes; i++, mn++)
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{
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// Splitter.
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mn->x = READINT16(data) << FRACBITS;
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mn->y = READINT16(data) << FRACBITS;
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mn->dx = READINT16(data) << FRACBITS;
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mn->dy = READINT16(data) << FRACBITS;
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// Bounding boxes and children.
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for (j = 0; j < 2; j++)
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for (k = 0; k < 4; k++)
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mn->bbox[j][k] = READINT16(data) << FRACBITS;
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c0 = READUINT32(data);
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c1 = READUINT32(data);
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mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
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mn->children[1] = ShrinkNodeID(c1);
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}
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}
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}
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static void P_LoadMapBSP(const virtres_t *virt)
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{
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virtlump_t* virtssectors = vres_Find(virt, "SSECTORS");
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@ -1555,207 +1757,7 @@ static void P_LoadMapBSP(const virtres_t *virt)
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case NT_XNOD:
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case NT_XGLN:
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case NT_XGL3:
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{
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size_t i, j, k;
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INT16 m;
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UINT8* data = virtnodes->data + 4;
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/// Extended node formats feature additional vertexes; useful for OpenGL, but totally useless in gamelogic.
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UINT32 orivtx, xtrvtx;
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orivtx = READUINT32(data);
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xtrvtx = READUINT32(data);
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if (numvertexes != orivtx) /// If native vertex count doesn't match node original vertex count, bail out (broken data?).
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{
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CONS_Alert(CONS_WARNING, "Vertex count in map data and nodes differ!\n");
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return;
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}
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if (xtrvtx) /// If extra vertexes were generated, reallocate the vertex array and fix the pointers.
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{
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line_t* ld = lines;
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size_t oldpos = (size_t) vertexes;
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ssize_t offset;
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numvertexes+= xtrvtx;
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vertexes = Z_Realloc(vertexes, numvertexes * sizeof (*vertexes), PU_LEVEL, NULL);
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offset = ((size_t) vertexes) - oldpos;
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for (i = 0, ld = lines; i < numlines; i++, ld++)
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{
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ld->v1 = (vertex_t*) ((size_t) ld->v1 + offset);
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ld->v2 = (vertex_t*) ((size_t) ld->v2 + offset);
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}
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}
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// Read vertex data.
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for (i = orivtx; i < numvertexes; i++)
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{
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vertexes[i].x = READFIXED(data);
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vertexes[i].y = READFIXED(data);
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}
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// Subsectors
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numsubsectors = READUINT32(data);
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subsectors = Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL);
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for (i = 0; i < numsubsectors; i++)
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subsectors[i].numlines = READUINT32(data);
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// Segs
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numsegs = READUINT32(data);
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segs = Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL);
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for (i = 0, k = 0; i < numsubsectors; i++)
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{
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subsectors[i].firstline = k;
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switch (nodetype)
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{
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case NT_XGLN:
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for (m = 0; m < subsectors[i].numlines; m++, k++)
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{
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UINT16 linenum;
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UINT32 vert;
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vert = READUINT32(data);
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segs[k].v1 = &vertexes[vert];
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if (m == 0)
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segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
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else
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segs[k - 1].v2 = segs[k].v1;
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data += 4;// partner; can be ignored by software renderer;
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linenum = READUINT16(data);
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if (linenum == 0xFFFF)
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{
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segs[k].glseg = true;
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segs[k].linedef = NULL;
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}
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else
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{
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segs[k].glseg = false;
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segs[k].linedef = &lines[linenum];
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}
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segs[k].side = READUINT8(data);
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}
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break;
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case NT_XGL3:
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for (m = 0; m < subsectors[i].numlines; m++, k++)
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{
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UINT32 linenum;
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UINT32 vert;
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vert = READUINT32(data);
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segs[k].v1 = &vertexes[vert];
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if (m == 0)
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segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
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else
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segs[k - 1].v2 = segs[k].v1;
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data += 4;// partner; can be ignored by software renderer;
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linenum = READUINT32(data);
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if (linenum == 0xFFFFFFFF)
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{
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segs[k].glseg = true;
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segs[k].linedef = NULL;
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}
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else
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{
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segs[k].glseg = false;
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segs[k].linedef = NULL;
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}
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segs[k].side = READUINT8(data);
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}
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break;
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case NT_XNOD:
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for (m = 0; m < subsectors[i].numlines; m++, k++)
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{
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segs[k].v1 = &vertexes[READUINT32(data)];
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segs[k].v2 = &vertexes[READUINT32(data)];
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segs[k].linedef = &lines[READUINT16(data)];
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segs[k].side = READUINT8(data);
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}
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break;
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default:
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return;
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}
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}
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{
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INT32 side;
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seg_t *li;
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for (i = 0, li = segs; i < numsegs; i++, li++)
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{
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vertex_t *v1 = li->v1;
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vertex_t *v2 = li->v2;
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li->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
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li->offset = FixedHypot(v1->x - li->linedef->v1->x, v1->y - li->linedef->v1->y);
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side = li->side;
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li->sidedef = &sides[li->linedef->sidenum[side]];
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li->frontsector = sides[li->linedef->sidenum[side]].sector;
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if (li->linedef->flags & ML_TWOSIDED)
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li->backsector = sides[li->linedef->sidenum[side^1]].sector;
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else
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li->backsector = 0;
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segs[i].numlights = 0;
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segs[i].rlights = NULL;
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}
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}
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// Nodes
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numnodes = READINT32(data);
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nodes = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL);
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if (nodetype == NT_XGL3)
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{
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UINT32 x, y, dx, dy;
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UINT32 c0, c1;
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node_t *mn;
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for (i = 0, mn = nodes; i < numnodes; i++, mn++)
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{
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// Splitter.
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x = READINT32(data);
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y = READINT32(data);
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dx = READINT32(data);
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dy = READINT32(data);
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mn->x = x;
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mn->y = y;
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mn->dx = dx;
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mn->dy = dy;
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// Bounding boxes and children.
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for (j = 0; j < 2; j++)
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for (k = 0; k < 4; k++)
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mn->bbox[j][k] = READINT16(data)<<FRACBITS;
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c0 = READUINT32(data);
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c1 = READUINT32(data);
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mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
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mn->children[1] = ShrinkNodeID(c1);
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}
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}
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else
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{
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UINT32 c0, c1;
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node_t *mn;
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for (i = 0, mn = nodes; i < numnodes; i++, mn++)
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{
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// Splitter.
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mn->x = READINT16(data)<<FRACBITS;
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mn->y = READINT16(data)<<FRACBITS;
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mn->dx = READINT16(data)<<FRACBITS;
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mn->dy = READINT16(data)<<FRACBITS;
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// Bounding boxes and children.
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for (j = 0; j < 2; j++)
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for (k = 0; k < 4; k++)
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mn->bbox[j][k] = READINT16(data)<<FRACBITS;
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c0 = READUINT32(data);
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c1 = READUINT32(data);
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mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
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mn->children[1] = ShrinkNodeID(c1);
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}
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}
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}
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P_LoadExtendedNodes(virtnodes->data + 4, nodetype);
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break;
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default:
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CONS_Alert(CONS_WARNING, "Unsupported BSP format detected.\n");
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