- made G_InitLevelLocals a member function of FLevelLocals.

This was another cheap one with a good number of removed references.
This commit is contained in:
Christoph Oelckers 2019-01-25 19:46:03 +01:00
parent 20989a0b41
commit 28761b4c33
3 changed files with 56 additions and 57 deletions

View file

@ -947,7 +947,7 @@ void G_DoLoadLevel (int position, bool autosave, bool newGame)
else
lastposition = position;
G_InitLevelLocals ();
level.Init();
StatusBar->DetachAllMessages ();
// Force 'teamplay' to 'true' if need be.
@ -1450,95 +1450,95 @@ int G_FinishTravel ()
//
//==========================================================================
void G_InitLevelLocals ()
void FLevelLocals::Init()
{
level_info_t *info;
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
level.gravity = sv_gravity * 35/TICRATE;
level.aircontrol = sv_aircontrol;
level.teamdamage = teamdamage;
level.flags = 0;
level.flags2 = 0;
level.flags3 = 0;
gravity = sv_gravity * 35/TICRATE;
aircontrol = sv_aircontrol;
teamdamage = teamdamage;
flags = 0;
flags2 = 0;
flags3 = 0;
info = FindLevelInfo (level.MapName);
info = FindLevelInfo (MapName);
level.info = info;
level.skyspeed1 = info->skyspeed1;
level.skyspeed2 = info->skyspeed2;
level.skytexture1 = TexMan.GetTextureID(info->SkyPic1, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
level.skytexture2 = TexMan.GetTextureID(info->SkyPic2, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
level.fadeto = info->fadeto;
level.cdtrack = info->cdtrack;
level.cdid = info->cdid;
level.FromSnapshot = false;
if (level.fadeto == 0)
info = info;
skyspeed1 = info->skyspeed1;
skyspeed2 = info->skyspeed2;
skytexture1 = TexMan.GetTextureID(info->SkyPic1, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
skytexture2 = TexMan.GetTextureID(info->SkyPic2, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
fadeto = info->fadeto;
cdtrack = info->cdtrack;
cdid = info->cdid;
FromSnapshot = false;
if (fadeto == 0)
{
if (strnicmp (info->FadeTable, "COLORMAP", 8) != 0)
{
level.flags |= LEVEL_HASFADETABLE;
flags |= LEVEL_HASFADETABLE;
}
}
level.airsupply = info->airsupply*TICRATE;
level.outsidefog = info->outsidefog;
level.WallVertLight = info->WallVertLight*2;
level.WallHorizLight = info->WallHorizLight*2;
airsupply = info->airsupply*TICRATE;
outsidefog = info->outsidefog;
WallVertLight = info->WallVertLight*2;
WallHorizLight = info->WallHorizLight*2;
if (info->gravity != 0.f)
{
level.gravity = info->gravity * 35/TICRATE;
gravity = info->gravity * 35/TICRATE;
}
if (info->aircontrol != 0.f)
{
level.aircontrol = info->aircontrol;
aircontrol = info->aircontrol;
}
if (info->teamdamage != 0.f)
{
level.teamdamage = info->teamdamage;
teamdamage = info->teamdamage;
}
G_AirControlChanged ();
cluster_info_t *clus = FindClusterInfo (info->cluster);
level.partime = info->partime;
level.sucktime = info->sucktime;
level.cluster = info->cluster;
level.clusterflags = clus ? clus->flags : 0;
level.flags |= info->flags;
level.flags2 |= info->flags2;
level.flags3 |= info->flags3;
level.levelnum = info->levelnum;
level.Music = info->Music;
level.musicorder = info->musicorder;
level.MusicVolume = 1.f;
level.HasHeightSecs = false;
partime = info->partime;
sucktime = info->sucktime;
cluster = info->cluster;
clusterflags = clus ? clus->flags : 0;
flags |= info->flags;
flags2 |= info->flags2;
flags3 |= info->flags3;
levelnum = info->levelnum;
Music = info->Music;
musicorder = info->musicorder;
MusicVolume = 1.f;
HasHeightSecs = false;
level.LevelName = level.info->LookupLevelName();
level.NextMap = info->NextMap;
level.NextSecretMap = info->NextSecretMap;
level.F1Pic = info->F1Pic;
level.hazardcolor = info->hazardcolor;
level.hazardflash = info->hazardflash;
LevelName = info->LookupLevelName();
NextMap = info->NextMap;
NextSecretMap = info->NextSecretMap;
F1Pic = info->F1Pic;
hazardcolor = info->hazardcolor;
hazardflash = info->hazardflash;
// GL fog stuff modifiable by SetGlobalFogParameter.
level.fogdensity = info->fogdensity;
level.outsidefogdensity = info->outsidefogdensity;
level.skyfog = info->skyfog;
level.deathsequence = info->deathsequence;
fogdensity = info->fogdensity;
outsidefogdensity = info->outsidefogdensity;
skyfog = info->skyfog;
deathsequence = info->deathsequence;
level.pixelstretch = info->pixelstretch;
pixelstretch = info->pixelstretch;
compatflags.Callback();
compatflags2.Callback();
level.DefaultEnvironment = info->DefaultEnvironment;
DefaultEnvironment = info->DefaultEnvironment;
level.lightMode = info->lightmode == ELightMode::NotSet? (ELightMode)*gl_lightmode : info->lightmode;
level.brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog;
level.lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces;
level.notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill;
lightMode = info->lightmode == ELightMode::NotSet? (ELightMode)*gl_lightmode : info->lightmode;
brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog;
lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces;
notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill;
FLightDefaults::SetAttenuationForLevel();
}

View file

@ -477,8 +477,6 @@ int G_FinishTravel ();
void G_DoLoadLevel (int position, bool autosave, bool newGame);
void G_InitLevelLocals (void);
void G_AirControlChanged ();
cluster_info_t *FindClusterInfo (int cluster);

View file

@ -171,6 +171,7 @@ struct FLevelLocals : public FLevelData
int GetConversation(FName classname);
void SetConversation(int convid, PClassActor *Class, int dlgindex);
int FindNode (const FStrifeDialogueNode *node);
void Init();
private:
line_t *FindPortalDestination(line_t *src, int tag);