- do not allow a multipatch texture to use itself as patch. Instead, look for an older texture with the same name.

This commit is contained in:
Christoph Oelckers 2016-10-25 22:40:58 +02:00
parent 81449728d7
commit fa8e05d56d

View file

@ -1323,6 +1323,24 @@ void FMultiPatchTexture::ResolvePatches()
for (int i = 0; i < NumParts; i++)
{
FTextureID texno = TexMan.CheckForTexture(Inits[i].TexName, Inits[i].UseType);
if (texno == id) // we found ourselves. Try looking for another one with the same name which is not a multipatch texture itself.
{
TArray<FTextureID> list;
TexMan.ListTextures(Inits[i].TexName, list);
for (int i = list.Size() - 1; i >= 0; i--)
{
if (list[i] != id && !TexMan[list[i]]->bMultiPatch)
{
texno = list[i];
break;
}
}
if (texno == id)
{
if (Inits[i].HasLine) Inits[i].sc.Message(MSG_WARNING, "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
else Printf(TEXTCOLOR_YELLOW "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
}
}
if (!texno.isValid())
{