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Internal: moved TNT1A0 ignoring logic to a more adequate place (why these "proper implementation" ideas always occur right AFTER I commit stuff?..)
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2 changed files with 6 additions and 7 deletions
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@ -20,11 +20,10 @@ using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.IO;
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using System.IO;
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using CodeImp.DoomBuilder.ZDoom;
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using CodeImp.DoomBuilder.Controls;
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using CodeImp.DoomBuilder.IO;
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using CodeImp.DoomBuilder.Rendering;
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#endregion
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@ -140,9 +139,6 @@ namespace CodeImp.DoomBuilder.Data
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// Go for all patches
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foreach(TexturePatch p in patches)
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{
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//mxd. Skip TNT1A0?
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if(p.lumpname == StateStructure.IGNORE_SPRITE) continue;
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// Get the patch data stream
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Stream patchdata = General.Map.Data.GetPatchData(p.lumpname, p.haslongname);
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@ -176,6 +176,9 @@ namespace CodeImp.DoomBuilder.ZDoom
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PatchStructure pt = new PatchStructure(parser);
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if (parser.HasError) break;
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//mxd. Let's ignore TNT1A0
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if(pt.Name == StateStructure.IGNORE_SPRITE) break;
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// Add the patch
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patches.Add(pt);
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break;
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