mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 08:31:45 +00:00
- fixed the check for one-subsector BSPs.
This commit is contained in:
parent
3cced6c7cc
commit
2c7ceaf96a
2 changed files with 2 additions and 2 deletions
|
@ -118,7 +118,7 @@ struct FLevelLocals
|
|||
|
||||
node_t *HeadNode() const
|
||||
{
|
||||
return &nodes[nodes.Size() - 1];
|
||||
return nodes.Size() == 0? nullptr : &nodes[nodes.Size() - 1];
|
||||
}
|
||||
node_t *HeadGamenode() const
|
||||
{
|
||||
|
|
|
@ -3957,7 +3957,7 @@ void P_SetupLevel (const char *lumpname, int position)
|
|||
}
|
||||
|
||||
// set the head node for gameplay purposes. If the separate gamenodes array is not empty, use that, otherwise use the render nodes.
|
||||
level.headgamenode = level.gamenodes.Size() > 0 ? &level.gamenodes[level.gamenodes.Size() - 1] : &level.nodes[level.nodes.Size() - 1];
|
||||
level.headgamenode = level.gamenodes.Size() > 0 ? &level.gamenodes[level.gamenodes.Size() - 1] : level.nodes.Size()? &level.nodes[level.nodes.Size() - 1] : nullptr;
|
||||
|
||||
times[10].Clock();
|
||||
P_LoadBlockMap (map);
|
||||
|
|
Loading…
Reference in a new issue