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- fixed the check for one-subsector BSPs.
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2 changed files with 2 additions and 2 deletions
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@ -118,7 +118,7 @@ struct FLevelLocals
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node_t *HeadNode() const
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{
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return &nodes[nodes.Size() - 1];
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return nodes.Size() == 0? nullptr : &nodes[nodes.Size() - 1];
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}
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node_t *HeadGamenode() const
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{
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@ -3957,7 +3957,7 @@ void P_SetupLevel (const char *lumpname, int position)
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}
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// set the head node for gameplay purposes. If the separate gamenodes array is not empty, use that, otherwise use the render nodes.
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level.headgamenode = level.gamenodes.Size() > 0 ? &level.gamenodes[level.gamenodes.Size() - 1] : &level.nodes[level.nodes.Size() - 1];
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level.headgamenode = level.gamenodes.Size() > 0 ? &level.gamenodes[level.gamenodes.Size() - 1] : level.nodes.Size()? &level.nodes[level.nodes.Size() - 1] : nullptr;
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times[10].Clock();
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P_LoadBlockMap (map);
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