- recalculate the line deltas if a nodebuild is needed

One potential cause is moving around vertices in which case these do not match anymore
This commit is contained in:
Christoph Oelckers 2019-01-16 05:27:48 +01:00
parent 8872125f96
commit f22121a9df
1 changed files with 6 additions and 1 deletions

View File

@ -3105,6 +3105,11 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
if (ForceNodeBuild)
{
BuildGLNodes = true;
// In case the compatibility handler made changes to the map's layout
for(auto &line : Level->lines)
{
line.AdjustLine();
}
startTime = I_msTime();
TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
@ -3153,7 +3158,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
// use in P_PointInSubsector to avoid problems with maps that depend on the specific
// nodes they were built with (P:AR E1M3 is a good example for a map where this is the case.)
reloop |= CheckNodes(map, BuildGLNodes, (uint32_t)(endTime - startTime));
// set the head node for gameplay purposes. If the separate gamenodes array is not empty, use that, otherwise use the render nodes.
Level->headgamenode = Level->gamenodes.Size() > 0 ? &Level->gamenodes[Level->gamenodes.Size() - 1] : Level->nodes.Size() ? &Level->nodes[Level->nodes.Size() - 1] : nullptr;