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- made G_InitLevelLocals a member function of FLevelLocals.
This was another cheap one with a good number of removed references.
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20989a0b41
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28761b4c33
3 changed files with 56 additions and 57 deletions
110
src/g_level.cpp
110
src/g_level.cpp
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@ -947,7 +947,7 @@ void G_DoLoadLevel (int position, bool autosave, bool newGame)
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else
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lastposition = position;
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G_InitLevelLocals ();
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level.Init();
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StatusBar->DetachAllMessages ();
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// Force 'teamplay' to 'true' if need be.
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@ -1450,95 +1450,95 @@ int G_FinishTravel ()
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//
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//==========================================================================
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void G_InitLevelLocals ()
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void FLevelLocals::Init()
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{
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level_info_t *info;
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BaseBlendA = 0.0f; // Remove underwater blend effect, if any
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level.gravity = sv_gravity * 35/TICRATE;
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level.aircontrol = sv_aircontrol;
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level.teamdamage = teamdamage;
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level.flags = 0;
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level.flags2 = 0;
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level.flags3 = 0;
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gravity = sv_gravity * 35/TICRATE;
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aircontrol = sv_aircontrol;
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teamdamage = teamdamage;
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flags = 0;
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flags2 = 0;
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flags3 = 0;
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info = FindLevelInfo (level.MapName);
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info = FindLevelInfo (MapName);
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level.info = info;
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level.skyspeed1 = info->skyspeed1;
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level.skyspeed2 = info->skyspeed2;
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level.skytexture1 = TexMan.GetTextureID(info->SkyPic1, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
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level.skytexture2 = TexMan.GetTextureID(info->SkyPic2, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
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level.fadeto = info->fadeto;
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level.cdtrack = info->cdtrack;
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level.cdid = info->cdid;
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level.FromSnapshot = false;
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if (level.fadeto == 0)
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info = info;
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skyspeed1 = info->skyspeed1;
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skyspeed2 = info->skyspeed2;
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skytexture1 = TexMan.GetTextureID(info->SkyPic1, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
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skytexture2 = TexMan.GetTextureID(info->SkyPic2, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
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fadeto = info->fadeto;
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cdtrack = info->cdtrack;
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cdid = info->cdid;
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FromSnapshot = false;
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if (fadeto == 0)
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{
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if (strnicmp (info->FadeTable, "COLORMAP", 8) != 0)
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{
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level.flags |= LEVEL_HASFADETABLE;
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flags |= LEVEL_HASFADETABLE;
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}
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}
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level.airsupply = info->airsupply*TICRATE;
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level.outsidefog = info->outsidefog;
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level.WallVertLight = info->WallVertLight*2;
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level.WallHorizLight = info->WallHorizLight*2;
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airsupply = info->airsupply*TICRATE;
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outsidefog = info->outsidefog;
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WallVertLight = info->WallVertLight*2;
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WallHorizLight = info->WallHorizLight*2;
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if (info->gravity != 0.f)
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{
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level.gravity = info->gravity * 35/TICRATE;
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gravity = info->gravity * 35/TICRATE;
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}
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if (info->aircontrol != 0.f)
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{
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level.aircontrol = info->aircontrol;
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aircontrol = info->aircontrol;
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}
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if (info->teamdamage != 0.f)
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{
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level.teamdamage = info->teamdamage;
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teamdamage = info->teamdamage;
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}
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G_AirControlChanged ();
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cluster_info_t *clus = FindClusterInfo (info->cluster);
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level.partime = info->partime;
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level.sucktime = info->sucktime;
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level.cluster = info->cluster;
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level.clusterflags = clus ? clus->flags : 0;
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level.flags |= info->flags;
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level.flags2 |= info->flags2;
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level.flags3 |= info->flags3;
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level.levelnum = info->levelnum;
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level.Music = info->Music;
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level.musicorder = info->musicorder;
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level.MusicVolume = 1.f;
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level.HasHeightSecs = false;
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partime = info->partime;
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sucktime = info->sucktime;
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cluster = info->cluster;
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clusterflags = clus ? clus->flags : 0;
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flags |= info->flags;
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flags2 |= info->flags2;
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flags3 |= info->flags3;
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levelnum = info->levelnum;
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Music = info->Music;
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musicorder = info->musicorder;
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MusicVolume = 1.f;
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HasHeightSecs = false;
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level.LevelName = level.info->LookupLevelName();
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level.NextMap = info->NextMap;
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level.NextSecretMap = info->NextSecretMap;
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level.F1Pic = info->F1Pic;
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level.hazardcolor = info->hazardcolor;
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level.hazardflash = info->hazardflash;
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LevelName = info->LookupLevelName();
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NextMap = info->NextMap;
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NextSecretMap = info->NextSecretMap;
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F1Pic = info->F1Pic;
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hazardcolor = info->hazardcolor;
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hazardflash = info->hazardflash;
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// GL fog stuff modifiable by SetGlobalFogParameter.
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level.fogdensity = info->fogdensity;
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level.outsidefogdensity = info->outsidefogdensity;
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level.skyfog = info->skyfog;
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level.deathsequence = info->deathsequence;
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fogdensity = info->fogdensity;
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outsidefogdensity = info->outsidefogdensity;
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skyfog = info->skyfog;
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deathsequence = info->deathsequence;
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level.pixelstretch = info->pixelstretch;
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pixelstretch = info->pixelstretch;
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compatflags.Callback();
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compatflags2.Callback();
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level.DefaultEnvironment = info->DefaultEnvironment;
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DefaultEnvironment = info->DefaultEnvironment;
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level.lightMode = info->lightmode == ELightMode::NotSet? (ELightMode)*gl_lightmode : info->lightmode;
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level.brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog;
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level.lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces;
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level.notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill;
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lightMode = info->lightmode == ELightMode::NotSet? (ELightMode)*gl_lightmode : info->lightmode;
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brightfog = info->brightfog < 0? gl_brightfog : !!info->brightfog;
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lightadditivesurfaces = info->lightadditivesurfaces < 0 ? gl_lightadditivesurfaces : !!info->lightadditivesurfaces;
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notexturefill = info->notexturefill < 0 ? gl_notexturefill : !!info->notexturefill;
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FLightDefaults::SetAttenuationForLevel();
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}
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@ -477,8 +477,6 @@ int G_FinishTravel ();
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void G_DoLoadLevel (int position, bool autosave, bool newGame);
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void G_InitLevelLocals (void);
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void G_AirControlChanged ();
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cluster_info_t *FindClusterInfo (int cluster);
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@ -171,6 +171,7 @@ struct FLevelLocals : public FLevelData
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int GetConversation(FName classname);
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void SetConversation(int convid, PClassActor *Class, int dlgindex);
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int FindNode (const FStrifeDialogueNode *node);
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void Init();
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private:
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line_t *FindPortalDestination(line_t *src, int tag);
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