Internal: moved TNT1A0 ignoring logic to a more adequate place (why these "proper implementation" ideas always occur right AFTER I commit stuff?..)

This commit is contained in:
MaxED 2014-12-30 20:39:45 +00:00
parent 17564a96bc
commit be14f852ec
2 changed files with 6 additions and 7 deletions

View file

@ -20,11 +20,10 @@ using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.IO;
using System.IO;
using CodeImp.DoomBuilder.ZDoom;
using CodeImp.DoomBuilder.Controls;
using CodeImp.DoomBuilder.IO;
using CodeImp.DoomBuilder.Rendering;
#endregion
@ -140,9 +139,6 @@ namespace CodeImp.DoomBuilder.Data
// Go for all patches
foreach(TexturePatch p in patches)
{
//mxd. Skip TNT1A0?
if(p.lumpname == StateStructure.IGNORE_SPRITE) continue;
// Get the patch data stream
Stream patchdata = General.Map.Data.GetPatchData(p.lumpname, p.haslongname);

View file

@ -176,6 +176,9 @@ namespace CodeImp.DoomBuilder.ZDoom
PatchStructure pt = new PatchStructure(parser);
if (parser.HasError) break;
//mxd. Let's ignore TNT1A0
if(pt.Name == StateStructure.IGNORE_SPRITE) break;
// Add the patch
patches.Add(pt);
break;