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Remove redundant saving of GL nodes if they were loaded from cache
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parent
3e7b0c2916
commit
20adcecb1d
1 changed files with 16 additions and 12 deletions
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@ -959,6 +959,7 @@ bool P_LoadGLNodes(MapData * map)
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bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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{
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bool ret = false;
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bool loaded = false;
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// If the map loading code has performed a node rebuild we don't need to check for it again.
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if (!rebuilt && !P_CheckForGLNodes())
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@ -978,7 +979,8 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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numsegs = 0;
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// Try to load GL nodes (cached or GWA)
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if (!P_LoadGLNodes(map))
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loaded = P_LoadGLNodes(map);
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if (!loaded)
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{
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// none found - we have to build new ones!
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unsigned int startTime, endTime;
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@ -1006,6 +1008,8 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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}
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}
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if (!loaded)
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{
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#ifdef DEBUG
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// Building nodes in debug is much slower so let's cache them only if cachetime is 0
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buildtime = 0;
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@ -1019,7 +1023,7 @@ bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
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{
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DPrintf("Not caching nodes (time = %f)\n", buildtime/1000.f);
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}
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}
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if (!gamenodes)
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{
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