- move lightmaps warning down the return chain a bit to show only when a map has valid lightmaps

This commit is contained in:
Rachael Alexanderson 2022-01-24 13:44:42 -05:00
parent f0c5328481
commit a9eaae074f
1 changed files with 2 additions and 1 deletions

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@ -3343,7 +3343,6 @@ void MapLoader::LoadLightmap(MapData *map)
if (!Args->CheckParm("-enablelightmaps")) if (!Args->CheckParm("-enablelightmaps"))
return; // this feature is still too early WIP to allow general access return; // this feature is still too early WIP to allow general access
Printf(PRINT_HIGH, "WARNING! Lightmaps are an experimental feature and are subject to change before being finalized. Do not expect this to work as-is in future releases of %s!\n", GAMENAME);
if (!map->Size(ML_LIGHTMAP)) if (!map->Size(ML_LIGHTMAP))
return; return;
@ -3370,6 +3369,8 @@ void MapLoader::LoadLightmap(MapData *map)
if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0) if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0)
return; return;
Printf(PRINT_HIGH, "WARNING! Lightmaps are an experimental feature and are subject to change before being finalized. Do not expect this to work as-is in future releases of %s!\n", GAMENAME);
/*if (numSubsectors != Level->subsectors.Size()) /*if (numSubsectors != Level->subsectors.Size())
{ {
Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match (%d in wad vs %d in engine)\n", (int)numSubsectors, (int)Level->subsectors.Size()); Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match (%d in wad vs %d in engine)\n", (int)numSubsectors, (int)Level->subsectors.Size());