Merge branch 'master' into asmjit

This commit is contained in:
Christoph Oelckers 2018-11-28 18:44:42 +01:00
commit a5a9ab07af
3 changed files with 11 additions and 5 deletions

View file

@ -891,11 +891,6 @@ void P_Spawn3DFloors (void)
line.special=0; line.special=0;
line.args[0] = line.args[1] = line.args[2] = line.args[3] = line.args[4] = 0; line.args[0] = line.args[1] = line.args[2] = line.args[3] = line.args[4] = 0;
} }
// kg3D - do it in software
for (auto &sec : level.sectors)
{
P_Recalculate3DFloors(&sec);
}
} }

View file

@ -4116,6 +4116,12 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
// This must be done BEFORE the PolyObj Spawn!!! // This must be done BEFORE the PolyObj Spawn!!!
InitRenderInfo(); // create hardware independent renderer resources for the level. InitRenderInfo(); // create hardware independent renderer resources for the level.
screen->mVertexData->CreateVBO(); screen->mVertexData->CreateVBO();
for (auto &sec : level.sectors)
{
P_Recalculate3DFloors(&sec);
}
SWRenderer->SetColormap(); //The SW renderer needs to do some special setup for the level's default colormap. SWRenderer->SetColormap(); //The SW renderer needs to do some special setup for the level's default colormap.
InitPortalGroups(); InitPortalGroups();
P_InitHealthGroups(); P_InitHealthGroups();

View file

@ -179,6 +179,11 @@ class LevelCompatibility play
{ {
// The famous missing yellow key... // The famous missing yellow key...
SetThingFlags(470, 2016); SetThingFlags(470, 2016);
// Fix textures on the two switches that rise from the floor in the eastern area
for (int i = 0; i < 8; i++)
{
SetLineFlags(1676 + i, 0, Line.ML_DONTPEGBOTTOM);
}
break; break;
} }