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- parse GLDEFS and its game-specific variants in lump order instead of both names sequentially.
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9948189193
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1 changed files with 5 additions and 4 deletions
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@ -48,6 +48,7 @@
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#include "stats.h"
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#include "stats.h"
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#include "zstring.h"
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#include "zstring.h"
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#include "d_dehacked.h"
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#include "d_dehacked.h"
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#include "v_text.h"
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#include "gl/dynlights/gl_dynlight.h"
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#include "gl/dynlights/gl_dynlight.h"
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@ -1336,12 +1337,13 @@ void gl_DoParseDefs(FScanner &sc, int workingLump)
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//
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//
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//==========================================================================
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//==========================================================================
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void gl_LoadGLDefs(const char * defsLump)
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void gl_LoadGLDefs(const char *defsLump)
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{
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{
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int workingLump, lastLump;
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int workingLump, lastLump;
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static const char *gldefsnames[] = { "GLDEFS", defsLump, nullptr };
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lastLump = 0;
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lastLump = 0;
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while ((workingLump = Wads.FindLump(defsLump, &lastLump)) != -1)
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while ((workingLump = Wads.FindLumpMulti(gldefsnames, &lastLump)) != -1)
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{
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{
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FScanner sc(workingLump);
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FScanner sc(workingLump);
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gl_DoParseDefs(sc, workingLump);
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gl_DoParseDefs(sc, workingLump);
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@ -1383,8 +1385,7 @@ void gl_ParseDefs()
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break;
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break;
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}
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}
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gl_ParseVavoomSkybox();
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gl_ParseVavoomSkybox();
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if (defsLump != NULL) gl_LoadGLDefs(defsLump);
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gl_LoadGLDefs(defsLump);
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gl_LoadGLDefs("GLDEFS");
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gl_InitializeActorLights();
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gl_InitializeActorLights();
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}
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}
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