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Fixed: when switching to a different map format, all nodes with "nodebuild" property set to true in the "maplumpnames" block of current game configuration are now removed.
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1 changed files with 10 additions and 4 deletions
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@ -1063,11 +1063,17 @@ namespace CodeImp.DoomBuilder {
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}
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//mxd. This is called on tempwad, which should only have the current map inside it.
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private void removeUnneededLumps(WAD target, string mapname) {
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private void RemoveUnneededLumps(WAD target, string mapname)
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{
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//Get the list of lumps required by current map format
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List<string> requiredLumps = new List<string>();
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foreach (DictionaryEntry ml in config.MapLumpNames){
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string lumpname = ml.Key.ToString();
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foreach(KeyValuePair<string, MapLumpInfo> group in config.MapLumps)
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{
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if(group.Value.nodebuild) continue; //this lump well be recreated by a nodebuilder when saving the map
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//(or it won't be if the new map format doesn't require this lump,
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//so it will just stay there, possibly messing things up)
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string lumpname = group.Key;
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if(lumpname == CONFIG_MAP_HEADER) lumpname = mapname;
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requiredLumps.Add(lumpname);
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}
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@ -1767,7 +1773,7 @@ namespace CodeImp.DoomBuilder {
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//mxd. Some lumps may've become unneeded during map format conversion.
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if(oldFormatInterface != config.FormatInterface)
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removeUnneededLumps(tempwad, TEMP_MAP_HEADER);
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RemoveUnneededLumps(tempwad, TEMP_MAP_HEADER);
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// Create required lumps if they don't exist yet
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CreateRequiredLumps(tempwad, TEMP_MAP_HEADER);
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