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https://github.com/ZDoom/gzdoom-gles.git
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- split up P_FreeLevelData, so that everything that clears out fields in FLevelLocals is now in a member function of that class.
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4 changed files with 110 additions and 97 deletions
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@ -105,6 +105,8 @@ struct FLevelLocals : public FLevelData
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void AddScroller(int secnum);
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void SetInterMusic(const char *nextmap);
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void SetMusicVolume(float v);
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void ClearLevelData();
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void ClearPortals();
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uint8_t md5[16]; // for savegame validation. If the MD5 does not match the savegame won't be loaded.
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int time; // time in the hub
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161
src/p_setup.cpp
161
src/p_setup.cpp
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@ -207,6 +207,113 @@ static void PrecacheLevel(FLevelLocals *Level)
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}
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//============================================================================
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//
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// clears all portal data for a new level start
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//
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//============================================================================
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void FLevelLocals::ClearPortals()
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{
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Displacements.Create(1);
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linePortals.Clear();
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linkedPortals.Clear();
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sectorPortals.Resize(2);
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PortalBlockmap.Clear();
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// The first entry must always be the default skybox. This is what every sector gets by default.
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memset(§orPortals[0], 0, sizeof(sectorPortals[0]));
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sectorPortals[0].mType = PORTS_SKYVIEWPOINT;
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sectorPortals[0].mFlags = PORTSF_SKYFLATONLY;
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// The second entry will be the default sky. This is for forcing a regular sky through the skybox picker
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memset(§orPortals[1], 0, sizeof(sectorPortals[0]));
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sectorPortals[1].mType = PORTS_SKYVIEWPOINT;
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sectorPortals[1].mFlags = PORTSF_SKYFLATONLY;
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// also clear the render data
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for (auto &sub : subsectors)
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{
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for (int j = 0; j < 2; j++)
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{
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if (sub.portalcoverage[j].subsectors != nullptr)
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{
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delete[] sub.portalcoverage[j].subsectors;
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sub.portalcoverage[j].subsectors = nullptr;
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}
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}
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}
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for (unsigned i = 0; i < portalGroups.Size(); i++)
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{
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delete portalGroups[i];
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}
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portalGroups.Clear();
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linePortalSpans.Clear();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FLevelLocals::ClearLevelData()
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{
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total_monsters = total_items = total_secrets =
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killed_monsters = found_items = found_secrets =
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wminfo.maxfrags = 0;
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// delete allocated data in the level arrays.
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if (sectors.Size() > 0)
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{
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delete[] sectors[0].e;
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}
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for (auto &sub : subsectors)
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{
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if (sub.BSP != nullptr) delete sub.BSP;
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}
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ClearPortals();
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canvasTextureInfo.EmptyList();
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sections.Clear();
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segs.Clear();
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sectors.Clear();
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linebuffer.Clear();
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subsectorbuffer.Clear();
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lines.Clear();
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sides.Clear();
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segbuffer.Clear();
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loadsectors.Clear();
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loadlines.Clear();
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loadsides.Clear();
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vertexes.Clear();
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nodes.Clear();
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gamenodes.Reset();
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subsectors.Clear();
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gamesubsectors.Reset();
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rejectmatrix.Clear();
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Zones.Clear();
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blockmap.Clear();
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Polyobjects.Clear();
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for (auto &pb : PolyBlockMap)
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{
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polyblock_t *link = pb;
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while (link != nullptr)
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{
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polyblock_t *next = link->next;
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delete link;
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link = next;
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}
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}
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PolyBlockMap.Reset();
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deathmatchstarts.Clear();
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AllPlayerStarts.Clear();
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memset(playerstarts, 0, sizeof(playerstarts));
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Scrolls.Clear();
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}
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//==========================================================================
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//
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//
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@ -236,64 +343,12 @@ void P_FreeLevelData ()
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FPolyObj::ClearAllSubsectorLinks(); // can't be done as part of the polyobj deletion process.
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SN_StopAllSequences ();
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DThinker::DestroyAllThinkers ();
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P_ClearPortals();
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tagManager.Clear();
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level.total_monsters = level.total_items = level.total_secrets =
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level.killed_monsters = level.found_items = level.found_secrets =
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wminfo.maxfrags = 0;
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// delete allocated data in the level arrays.
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if (level.sectors.Size() > 0)
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{
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delete[] level.sectors[0].e;
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}
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for (auto &sub : level.subsectors)
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{
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if (sub.BSP != nullptr) delete sub.BSP;
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}
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FBehavior::StaticUnloadModules ();
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level.canvasTextureInfo.EmptyList();
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level.sections.Clear();
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level.segs.Clear();
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level.sectors.Clear();
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level.linebuffer.Clear();
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level.subsectorbuffer.Clear();
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level.lines.Clear();
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level.sides.Clear();
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level.segbuffer.Clear();
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level.loadsectors.Clear();
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level.loadlines.Clear();
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level.loadsides.Clear();
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level.vertexes.Clear();
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level.nodes.Clear();
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level.gamenodes.Reset();
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level.subsectors.Clear();
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level.gamesubsectors.Reset();
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level.rejectmatrix.Clear();
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level.Zones.Clear();
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level.blockmap.Clear();
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level.Polyobjects.Clear();
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for(auto &pb : level.PolyBlockMap)
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{
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polyblock_t *link = pb;
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while (link != nullptr)
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{
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polyblock_t *next = link->next;
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delete link;
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link = next;
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}
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}
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level.PolyBlockMap.Reset();
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level.deathmatchstarts.Clear();
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level.AllPlayerStarts.Clear();
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memset(level.playerstarts, 0, sizeof(level.playerstarts));
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P_FreeStrifeConversations ();
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level.Scrolls.Clear();
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P_ClearUDMFKeys();
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level.ClearLevelData();
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}
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//===========================================================================
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@ -492,49 +492,6 @@ bool P_ChangePortal(line_t *ln, int thisid, int destid)
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return res;
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}
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//============================================================================
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//
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// clears all portal data for a new level start
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//
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//============================================================================
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void P_ClearPortals()
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{
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level.Displacements.Create(1);
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level.linePortals.Clear();
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level.linkedPortals.Clear();
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level.sectorPortals.Resize(2);
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level.PortalBlockmap.Clear();
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// The first entry must always be the default skybox. This is what every sector gets by default.
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memset(&level.sectorPortals[0], 0, sizeof(level.sectorPortals[0]));
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level.sectorPortals[0].mType = PORTS_SKYVIEWPOINT;
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level.sectorPortals[0].mFlags = PORTSF_SKYFLATONLY;
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// The second entry will be the default sky. This is for forcing a regular sky through the skybox picker
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memset(&level.sectorPortals[1], 0, sizeof(level.sectorPortals[0]));
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level.sectorPortals[1].mType = PORTS_SKYVIEWPOINT;
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level.sectorPortals[1].mFlags = PORTSF_SKYFLATONLY;
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// also clear the render data
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for (auto &sub : level.subsectors)
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{
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for (int j = 0; j<2; j++)
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{
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if (sub.portalcoverage[j].subsectors != nullptr)
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{
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delete[] sub.portalcoverage[j].subsectors;
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sub.portalcoverage[j].subsectors = nullptr;
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}
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}
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}
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for (unsigned i = 0; i<level.portalGroups.Size(); i++)
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{
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delete level.portalGroups[i];
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}
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level.portalGroups.Clear();
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level.linePortalSpans.Clear();
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}
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//============================================================================
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//
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// check if this line is between portal and the viewer. clip away if it is.
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@ -263,7 +263,6 @@ struct FSectorPortalGroup
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//
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//============================================================================
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void P_ClearPortals();
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void P_SpawnLinePortal(line_t* line);
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void P_FinalizePortals();
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bool P_ChangePortal(line_t *ln, int thisid, int destid);
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