diff --git a/src/maploader/maploader.cpp b/src/maploader/maploader.cpp index 704c4f893..a8a892967 100644 --- a/src/maploader/maploader.cpp +++ b/src/maploader/maploader.cpp @@ -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 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;