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- added global per-mod precaching lists, to be defined in MAPINFO's Gameinfo section.
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4 changed files with 22 additions and 0 deletions
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@ -307,6 +307,9 @@ void FMapInfoParser::ParseGameInfo()
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GAMEINFOKEY_STRINGARRAY(finalePages, "finalePage", 8, true)
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GAMEINFOKEY_STRINGARRAY(infoPages, "addinfoPage", 8, false)
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GAMEINFOKEY_STRINGARRAY(infoPages, "infoPage", 8, true)
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GAMEINFOKEY_STRINGARRAY(PrecachedClasses, "precacheclasses", 0, false)
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GAMEINFOKEY_STRINGARRAY(PrecachedTextures, "precachetextures", 0, false)
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GAMEINFOKEY_STRINGARRAY(PrecachedSounds, "precachesounds", 0, false)
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GAMEINFOKEY_STRING(PauseSign, "pausesign")
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GAMEINFOKEY_STRING(quitSound, "quitSound")
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GAMEINFOKEY_STRING(BorderFlat, "borderFlat")
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5
src/gi.h
5
src/gi.h
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@ -36,6 +36,7 @@
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#include "basictypes.h"
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#include "zstring.h"
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#include "s_sound.h"
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// Flags are not user configurable and only depend on the standard IWADs
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#define GI_MAPxx 0x00000001
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@ -120,6 +121,10 @@ struct gameinfo_t
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TArray<FName> DefaultWeaponSlots[10];
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TArray<FName> PlayerClasses;
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TArray<FName> PrecachedClasses;
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TArray<FString> PrecachedTextures;
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TArray<FSoundID> PrecachedSounds;
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FString titleMusic;
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int titleOrder;
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float titleTime;
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@ -3360,6 +3360,11 @@ static void P_PrecacheLevel()
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actorhitlist[actor->GetClass()] = true;
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}
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for (auto n : gameinfo.PrecachedClasses)
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{
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PClassActor *cls = PClass::FindActor(n);
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if (cls != NULL) actorhitlist[cls] = true;
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}
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for (unsigned i = 0; i < level.info->PrecacheClasses.Size(); i++)
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{
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// level.info can only store names, no class pointers.
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@ -3396,6 +3401,11 @@ static void P_PrecacheLevel()
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hitlist[sky2texture.GetIndex()] |= FTextureManager::HIT_Sky;
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}
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for (auto n : gameinfo.PrecachedTextures)
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{
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FTextureID tex = TexMan.CheckForTexture(n, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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if (tex.Exists()) hitlist[tex.GetIndex()] |= FTextureManager::HIT_Wall;
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}
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for (unsigned i = 0; i < level.info->PrecacheTextures.Size(); i++)
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{
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FTextureID tex = TexMan.CheckForTexture(level.info->PrecacheTextures[i], FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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@ -481,6 +481,10 @@ void S_PrecacheLevel ()
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{
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actor->MarkPrecacheSounds();
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}
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for (auto i : gameinfo.PrecachedSounds)
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{
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level.info->PrecacheSounds[i].MarkUsed();
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}
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// Precache all extra sounds requested by this map.
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for (i = 0; i < level.info->PrecacheSounds.Size(); ++i)
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{
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