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For some unknown reason the HasBehavior check in P_OpenMapData was gone.
SVN r193 (trunk)
This commit is contained in:
parent
ba78504419
commit
3eb63cf1fa
2 changed files with 13 additions and 25 deletions
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@ -290,6 +290,7 @@ MapData *P_OpenMapData(const char * mapname)
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// names and for any valid level lump this always returns the short name.
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// names and for any valid level lump this always returns the short name.
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const char * lumpname = Wads.GetLumpFullName(lump_name + i);
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const char * lumpname = Wads.GetLumpFullName(lump_name + i);
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index = GetMapIndex(mapname, index, lumpname, i != 1 || map->MapLumps[0].Size == 0);
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index = GetMapIndex(mapname, index, lumpname, i != 1 || map->MapLumps[0].Size == 0);
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if (index == ML_BEHAVIOR) map->HasBehavior = true;
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// The next lump is not part of this map anymore
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// The next lump is not part of this map anymore
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if (index < 0) break;
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if (index < 0) break;
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@ -339,6 +340,7 @@ MapData *P_OpenMapData(const char * mapname)
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if (i>0)
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if (i>0)
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{
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{
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index = GetMapIndex(maplabel, index, lumpname, true);
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index = GetMapIndex(maplabel, index, lumpname, true);
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if (index == ML_BEHAVIOR) map->HasBehavior = true;
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// The next lump is not part of this map anymore
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// The next lump is not part of this map anymore
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if (index < 0) break;
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if (index < 0) break;
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@ -3461,12 +3463,12 @@ void P_SetupLevel (char *lumpname, int position)
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FWadLump test;
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FWadLump test;
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DWORD id = MAKE_ID('X','x','X','x'), idcheck;
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DWORD id = MAKE_ID('X','x','X','x'), idcheck;
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if (map->MapLumps[ML_ZNODES].Size != 0)
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if (map->MapLumps[ML_ZNODES].Size != 0 && !UsingGLNodes)
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{
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{
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map->Seek(ML_ZNODES);
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map->Seek(ML_ZNODES);
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idcheck = MAKE_ID('Z','N','O','D');
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idcheck = MAKE_ID('Z','N','O','D');
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}
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}
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else
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else if (map->MapLumps[ML_ZNODES].Size != 0)
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{
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{
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// If normal nodes are not present but GL nodes are, use them.
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// If normal nodes are not present but GL nodes are, use them.
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map->Seek(ML_GLZNODES);
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map->Seek(ML_GLZNODES);
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@ -3517,21 +3519,6 @@ void P_SetupLevel (char *lumpname, int position)
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unclock (times[9]);
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unclock (times[9]);
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}
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}
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/* Checking for compressed GL nodes is similar to above, and
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* should look something like this:
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FWadLump test = Wads.OpenLumpNum (lumpnum+ML_GLZNODES);
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DWORD id;
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test.Read (&id, 4);
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if (id == MAKE_ID('Z','G','L','N'))
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{
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P_LoadGLZNodes (test);
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}
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else
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{
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// Load normal GL nodes, if present
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}
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*/
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}
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}
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if (ForceNodeBuild)
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if (ForceNodeBuild)
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{
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{
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@ -3547,8 +3534,8 @@ void P_SetupLevel (char *lumpname, int position)
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lines, numlines
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lines, numlines
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};
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};
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leveldata.FindMapBounds ();
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leveldata.FindMapBounds ();
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FNodeBuilder builder (leveldata, polyspots, anchors, genglnodes, CPU.bSSE2);
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UsingGLNodes |= genglnodes;
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UsingGLNodes = genglnodes;
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FNodeBuilder builder (leveldata, polyspots, anchors, UsingGLNodes, CPU.bSSE2);
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delete[] vertexes;
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delete[] vertexes;
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builder.Extract (nodes, numnodes,
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builder.Extract (nodes, numnodes,
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segs, numsegs,
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segs, numsegs,
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@ -1665,6 +1665,13 @@ do_stop:
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v=clamp<int>(sc_Number, 0, 90);
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v=clamp<int>(sc_Number, 0, 90);
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break;
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break;
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case '!': // not boolean (to simulate parameters which default to 1)
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SC_MustGetNumber();
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v=!sc_Number;
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break;
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*/
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case 'I':
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case 'I':
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case 'i': // Integer
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case 'i': // Integer
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SC_MustGetNumber();
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SC_MustGetNumber();
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@ -1677,12 +1684,6 @@ do_stop:
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v=fixed_t(sc_Float*FRACUNIT);
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v=fixed_t(sc_Float*FRACUNIT);
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break;
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break;
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case '!': // not boolean (to simulate parameters which default to 1)
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SC_MustGetNumber();
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v=!sc_Number;
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break;
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*/
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case 'S':
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case 'S':
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case 's': // Sound name
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case 's': // Sound name
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