For some unknown reason the HasBehavior check in P_OpenMapData was gone.

SVN r193 (trunk)
This commit is contained in:
Christoph Oelckers 2006-06-15 16:23:41 +00:00
parent ba78504419
commit 3eb63cf1fa
2 changed files with 13 additions and 25 deletions

View file

@ -290,6 +290,7 @@ MapData *P_OpenMapData(const char * mapname)
// names and for any valid level lump this always returns the short name.
const char * lumpname = Wads.GetLumpFullName(lump_name + i);
index = GetMapIndex(mapname, index, lumpname, i != 1 || map->MapLumps[0].Size == 0);
if (index == ML_BEHAVIOR) map->HasBehavior = true;
// The next lump is not part of this map anymore
if (index < 0) break;
@ -339,6 +340,7 @@ MapData *P_OpenMapData(const char * mapname)
if (i>0)
{
index = GetMapIndex(maplabel, index, lumpname, true);
if (index == ML_BEHAVIOR) map->HasBehavior = true;
// The next lump is not part of this map anymore
if (index < 0) break;
@ -3461,12 +3463,12 @@ void P_SetupLevel (char *lumpname, int position)
FWadLump test;
DWORD id = MAKE_ID('X','x','X','x'), idcheck;
if (map->MapLumps[ML_ZNODES].Size != 0)
if (map->MapLumps[ML_ZNODES].Size != 0 && !UsingGLNodes)
{
map->Seek(ML_ZNODES);
idcheck = MAKE_ID('Z','N','O','D');
}
else
else if (map->MapLumps[ML_ZNODES].Size != 0)
{
// If normal nodes are not present but GL nodes are, use them.
map->Seek(ML_GLZNODES);
@ -3517,21 +3519,6 @@ void P_SetupLevel (char *lumpname, int position)
unclock (times[9]);
}
/* Checking for compressed GL nodes is similar to above, and
* should look something like this:
FWadLump test = Wads.OpenLumpNum (lumpnum+ML_GLZNODES);
DWORD id;
test.Read (&id, 4);
if (id == MAKE_ID('Z','G','L','N'))
{
P_LoadGLZNodes (test);
}
else
{
// Load normal GL nodes, if present
}
*/
}
if (ForceNodeBuild)
{
@ -3547,8 +3534,8 @@ void P_SetupLevel (char *lumpname, int position)
lines, numlines
};
leveldata.FindMapBounds ();
FNodeBuilder builder (leveldata, polyspots, anchors, genglnodes, CPU.bSSE2);
UsingGLNodes = genglnodes;
UsingGLNodes |= genglnodes;
FNodeBuilder builder (leveldata, polyspots, anchors, UsingGLNodes, CPU.bSSE2);
delete[] vertexes;
builder.Extract (nodes, numnodes,
segs, numsegs,

View file

@ -1665,6 +1665,13 @@ do_stop:
v=clamp<int>(sc_Number, 0, 90);
break;
case '!': // not boolean (to simulate parameters which default to 1)
SC_MustGetNumber();
v=!sc_Number;
break;
*/
case 'I':
case 'i': // Integer
SC_MustGetNumber();
@ -1677,12 +1684,6 @@ do_stop:
v=fixed_t(sc_Float*FRACUNIT);
break;
case '!': // not boolean (to simulate parameters which default to 1)
SC_MustGetNumber();
v=!sc_Number;
break;
*/
case 'S':
case 's': // Sound name