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- moved the skybox texture files to the main textures directory.
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parent
fee18a6971
commit
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7 changed files with 27 additions and 22 deletions
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@ -51,16 +51,14 @@
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#include "v_text.h"
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#include "g_levellocals.h"
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#include "a_dynlight.h"
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#include "textures/skyboxtexture.h"
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int ScriptDepth;
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void gl_InitGlow(FScanner &sc);
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void gl_ParseBrightmap(FScanner &sc, int);
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void gl_DestroyUserShaders();
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void gl_ParseHardwareShader(FScanner &sc, int deflump);
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void gl_ParseSkybox(FScanner &sc);
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void gl_ParseDetailTexture(FScanner &sc);
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void gl_ParseVavoomSkybox();
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//==========================================================================
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//
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@ -1207,10 +1205,9 @@ void AActor::RecreateAllAttachedLights()
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//==========================================================================
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// The actual light def parsing code is there.
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// DoParseDefs is no longer called directly by ParseDefs, now it's called
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// by LoadDynLightDefs, which wasn't simply integrated into ParseDefs
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// because of the way the code needs to load two out of five lumps.
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//
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//
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//
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//==========================================================================
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static void DoParseDefs(FScanner &sc, int workingLump)
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{
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@ -1267,7 +1264,7 @@ static void DoParseDefs(FScanner &sc, int workingLump)
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case TAG_CLEARSHADERS:
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break;
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case TAG_SKYBOX:
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gl_ParseSkybox(sc);
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ParseGldefSkybox(sc);
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break;
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case TAG_GLOW:
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gl_InitGlow(sc);
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@ -1327,8 +1324,8 @@ void ParseGLDefs()
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{
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const char *defsLump = NULL;
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LightAssociations.Clear();
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LightDefaults.Clear();
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LightAssociations.Clear();
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LightDefaults.Clear();
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gl_DestroyUserShaders();
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switch (gameinfo.gametype)
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{
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@ -1350,7 +1347,7 @@ void ParseGLDefs()
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default: // silence GCC
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break;
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}
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gl_ParseVavoomSkybox();
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ParseVavoomSkybox();
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LoadGLDefs(defsLump);
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InitializeActorLights();
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}
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