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31 lines
No EOL
762 B
C
31 lines
No EOL
762 B
C
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struct Section2;
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struct Section2Wall
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{
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// references to game data
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vec3_t* v1; // points to start vertex in wall[]
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vec3_t* v2; // points to end vertex in wall[]
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walltype* wall; // points to the actual wall this belongs to - this is NOT necessarily the same as v1 and can be null.
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// references to section data
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Section2Wall* backside; // points to this wall's back side
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Section2* frontsection;
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Section2* backsection; // if this is null the wall is one-sided
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};
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struct Loop
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{
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TArrayView<Section2Wall*> walls;
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bool unclosed;
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};
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struct Section2
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{
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sectortype* sector;
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// this uses a memory arena for storage, so use TArrayView instead of TArray
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TArrayView<Section2Wall*> walls;
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TArrayView<Loop*> loops;
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};
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void hw_CreateSections2(); |