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- use a TArray in BuildTiles for the tile descriptors.
For some reason MSVC wants to put this in the EXE now and the array is quite large.
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71ca2c4677
commit
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3 changed files with 4 additions and 5 deletions
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@ -213,7 +213,7 @@ public:
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{
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}
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////////
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TArray ()
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constexpr TArray ()
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{
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Most = 0;
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Count = 0;
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@ -225,13 +225,12 @@ static FGameTexture* GetTileTexture(const char* name, const TArray<uint8_t>& bac
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void BuildTiles::Init()
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{
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Placeholder = TexMan.GameByIndex(0);
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tiledata.Resize(MAXTILES);
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memset(tiledata.Data(), 0, sizeof(tiledata[0]) * MAXTILES);
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for (auto& tile : tiledata)
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{
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tile.texture = Placeholder;
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tile.picanm = {};
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tile.replacement = ReplacementType::Art;
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tile.alphaThreshold = 0.5;
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tile.hiofs = {};
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}
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}
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@ -284,7 +284,7 @@ struct BuildTiles
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{
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FGameTexture* Placeholder;
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TDeletingArray<BuildArtFile*> ArtFiles;
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TileDesc tiledata[MAXTILES];
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TArray<TileDesc> tiledata;
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TArray<FString> addedArt;
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TMap<FName, int> nametoindex;
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TMap<int, int> textotile;
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