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- made the MapSectionGenerator a class to remove a global array.
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1 changed files with 133 additions and 119 deletions
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@ -51,156 +51,169 @@
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//==========================================================================
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//
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//
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// Map section generation
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// Map sections are physically separated parts of the map.
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// If the player is in section A, any map part in other sections can
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// often be quickly discarded to improve performance.
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//
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//==========================================================================
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static TArray<subsector_t *> MapSectionCollector;
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static void DoSetMapSection(subsector_t *sub, int num)
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struct MapSectionGenerator
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{
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MapSectionCollector.Resize(1);
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MapSectionCollector[0] = sub;
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sub->mapsection = num;
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for (unsigned a = 0; a < MapSectionCollector.Size(); a++)
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struct cvertex_t
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{
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sub = MapSectionCollector[a];
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for (uint32_t i = 0; i < sub->numlines; i++)
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double X, Y;
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operator int() const { return xs_FloorToInt(X) + 65536 * xs_FloorToInt(Y); }
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bool operator!= (const cvertex_t &other) const { return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON; }
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cvertex_t& operator =(const vertex_t *v) { X = v->fX(); Y = v->fY(); return *this; }
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};
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typedef TMap<cvertex_t, int> FSectionVertexMap;
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TArray<subsector_t *> MapSectionCollector;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DoSetMapSection(subsector_t *sub, int num)
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{
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MapSectionCollector.Resize(1);
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MapSectionCollector[0] = sub;
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sub->mapsection = num;
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for (unsigned a = 0; a < MapSectionCollector.Size(); a++)
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{
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seg_t * seg = sub->firstline + i;
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if (seg->PartnerSeg)
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sub = MapSectionCollector[a];
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for (uint32_t i = 0; i < sub->numlines; i++)
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{
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subsector_t * sub2 = seg->PartnerSeg->Subsector;
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seg_t * seg = sub->firstline + i;
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if (sub2->mapsection != num)
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if (seg->PartnerSeg)
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{
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assert(sub2->mapsection == 0);
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sub2->mapsection = num;
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MapSectionCollector.Push(sub2);
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subsector_t * sub2 = seg->PartnerSeg->Subsector;
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if (sub2->mapsection != num)
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{
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assert(sub2->mapsection == 0);
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sub2->mapsection = num;
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MapSectionCollector.Push(sub2);
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}
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}
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}
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}
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MapSectionCollector.Clear();
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}
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MapSectionCollector.Clear();
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}
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//==========================================================================
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//
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// Merge sections. This is needed in case the map contains errors
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// like overlapping lines resulting in abnormal subsectors.
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//
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// This function ensures that any vertex position can only be in one section.
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//
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//==========================================================================
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//==========================================================================
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//
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// Merge sections. This is needed in case the map contains errors
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// like overlapping lines resulting in abnormal subsectors.
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//
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// This function ensures that any vertex position can only be in one section.
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//
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//==========================================================================
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struct cvertex_t
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{
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double X, Y;
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operator int() const { return xs_FloorToInt(X) + 65536 * xs_FloorToInt(Y); }
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bool operator!= (const cvertex_t &other) const { return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON; }
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cvertex_t& operator =(const vertex_t *v) { X = v->fX(); Y = v->fY(); return *this; }
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};
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typedef TMap<cvertex_t, int> FSectionVertexMap;
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static int MergeMapSections(int num)
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{
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FSectionVertexMap vmap;
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FSectionVertexMap::Pair *pair;
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TArray<int> sectmap;
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TArray<bool> sectvalid;
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sectmap.Resize(num);
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sectvalid.Resize(num);
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for (int i = 0; i < num; i++)
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int MergeMapSections(int num)
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{
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sectmap[i] = -1;
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sectvalid[i] = true;
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}
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int mergecount = 1;
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cvertex_t vt;
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// first step: Set mapsection for all vertex positions.
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for (auto &seg : level.segs)
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{
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int section = seg.Subsector->mapsection;
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for (int j = 0; j < 2; j++)
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FSectionVertexMap vmap;
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FSectionVertexMap::Pair *pair;
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TArray<int> sectmap;
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TArray<bool> sectvalid;
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sectmap.Resize(num);
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sectvalid.Resize(num);
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for (int i = 0; i < num; i++)
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{
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vt = j == 0 ? seg.v1 : seg.v2;
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vmap[vt] = section;
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sectmap[i] = -1;
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sectvalid[i] = true;
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}
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}
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int mergecount = 1;
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// second step: Check if any seg references more than one mapsection, either by subsector or by vertex
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for (auto &seg : level.segs)
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{
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int section = seg.Subsector->mapsection;
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for (int j = 0; j < 2; j++)
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cvertex_t vt;
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// first step: Set mapsection for all vertex positions.
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for (auto &seg : level.segs)
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{
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vt = j == 0 ? seg.v1 : seg.v2;
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int vsection = vmap[vt];
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if (vsection != section)
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int section = seg.Subsector->mapsection;
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for (int j = 0; j < 2; j++)
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{
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// These 2 sections should be merged
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for (auto &sub : level.subsectors)
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{
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if (sub.mapsection == vsection) sub.mapsection = section;
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}
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FSectionVertexMap::Iterator it(vmap);
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while (it.NextPair(pair))
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{
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if (pair->Value == vsection) pair->Value = section;
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}
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sectvalid[vsection - 1] = false;
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vt = j == 0 ? seg.v1 : seg.v2;
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vmap[vt] = section;
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}
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}
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}
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for (int i = 0; i < num; i++)
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{
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if (sectvalid[i]) sectmap[i] = mergecount++;
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}
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for (auto &sub : level.subsectors)
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{
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sub.mapsection = sectmap[sub.mapsection - 1];
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assert(sub.mapsection != -1);
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}
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return mergecount - 1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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// second step: Check if any seg references more than one mapsection, either by subsector or by vertex
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for (auto &seg : level.segs)
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{
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int section = seg.Subsector->mapsection;
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for (int j = 0; j < 2; j++)
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{
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vt = j == 0 ? seg.v1 : seg.v2;
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int vsection = vmap[vt];
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static void SetMapSections()
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{
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bool set;
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int num = 0;
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do
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{
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set = false;
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if (vsection != section)
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{
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// These 2 sections should be merged
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for (auto &sub : level.subsectors)
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{
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if (sub.mapsection == vsection) sub.mapsection = section;
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}
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FSectionVertexMap::Iterator it(vmap);
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while (it.NextPair(pair))
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{
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if (pair->Value == vsection) pair->Value = section;
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}
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sectvalid[vsection - 1] = false;
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}
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}
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}
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for (int i = 0; i < num; i++)
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{
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if (sectvalid[i]) sectmap[i] = mergecount++;
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}
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for (auto &sub : level.subsectors)
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{
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if (sub.mapsection == 0)
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sub.mapsection = sectmap[sub.mapsection - 1];
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assert(sub.mapsection != -1);
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}
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return mergecount - 1;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void SetMapSections()
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{
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bool set;
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int num = 0;
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do
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{
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set = false;
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for (auto &sub : level.subsectors)
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{
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num++;
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DoSetMapSection(&sub, num);
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set = true;
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break;
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if (sub.mapsection == 0)
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{
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num++;
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DoSetMapSection(&sub, num);
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set = true;
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break;
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}
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}
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}
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while (set);
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num = MergeMapSections(num);
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currentmapsection.Resize(1 + num/8);
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#ifdef DEBUG
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Printf("%d map sections found\n", num);
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#endif
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}
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while (set);
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num = MergeMapSections(num);
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currentmapsection.Resize(1 + num/8);
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#ifdef DEBUG
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Printf("%d map sections found\n", num);
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#endif
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}
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};
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//==========================================================================
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//
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@ -283,7 +296,8 @@ static void PrepareSectorData()
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}
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}
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}
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SetMapSections();
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MapSectionGenerator msg;
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msg.SetMapSections();
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}
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//==========================================================================
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