From a9eaae074f37c0a760dde75fe82600143baa3b72 Mon Sep 17 00:00:00 2001 From: Rachael Alexanderson Date: Mon, 24 Jan 2022 13:44:42 -0500 Subject: [PATCH] - move lightmaps warning down the return chain a bit to show only when a map has valid lightmaps --- src/maploader/maploader.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/maploader/maploader.cpp b/src/maploader/maploader.cpp index 63ae630b4d..206734b677 100644 --- a/src/maploader/maploader.cpp +++ b/src/maploader/maploader.cpp @@ -3343,7 +3343,6 @@ void MapLoader::LoadLightmap(MapData *map) if (!Args->CheckParm("-enablelightmaps")) 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)) return; @@ -3370,6 +3369,8 @@ void MapLoader::LoadLightmap(MapData *map) if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0) 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()) { 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());