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- removed the hasglnodes variables.
Since the software renderer also requires GL nodes now this was always true.
This commit is contained in:
parent
d140d767a4
commit
e279214f5b
5 changed files with 33 additions and 48 deletions
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@ -872,7 +872,7 @@ CCMD(am_togglegrid)
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CCMD(am_toggletexture)
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{
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if (am_textured && hasglnodes)
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if (am_textured)
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{
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textured = !textured;
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Printf ("%s\n", GStrings(textured ? "AMSTR_TEXON" : "AMSTR_TEXOFF"));
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@ -3212,11 +3212,7 @@ void AM_drawAuthorMarkers ()
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while (marked != NULL)
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{
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// Use more correct info if we have GL nodes available
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if (mark->args[1] == 0 ||
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(mark->args[1] == 1 && (hasglnodes ?
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marked->subsector->flags & SSECMF_DRAWN :
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marked->Sector->MoreFlags & SECMF_DRAWN)))
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if (mark->args[1] == 0 || (mark->args[1] == 1 && (marked->subsector->flags & SSECMF_DRAWN)))
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{
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DrawMarker (tex, marked->X(), marked->Y(), 0, flip, mark->Scale.X, mark->Scale.Y, mark->Translation,
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mark->Alpha, mark->fillcolor, mark->RenderStyle);
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@ -3280,7 +3276,7 @@ void AM_Drawer (int bottom)
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}
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AM_activateNewScale();
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if (am_textured && hasglnodes && textured && !viewactive)
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if (am_textured && textured && !viewactive)
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AM_drawSubsectors();
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if (grid)
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@ -355,8 +355,6 @@ FSerializer &SerializeSubsectors(FSerializer &arc, const char *key)
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auto numsubsectors = level.subsectors.Size();
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if (arc.isWriting())
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{
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if (hasglnodes)
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{
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TArray<char> encoded(1 + (numsubsectors + 5) / 6);
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int p = 0;
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@ -388,7 +386,6 @@ FSerializer &SerializeSubsectors(FSerializer &arc, const char *key)
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.EndArray();
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}
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}
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}
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else
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{
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int num_verts, num_subs;
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@ -400,7 +397,7 @@ FSerializer &SerializeSubsectors(FSerializer &arc, const char *key)
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.StringPtr(nullptr, str)
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.EndArray();
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if (num_verts == (int)level.vertexes.Size() && num_subs == (int)numsubsectors && hasglnodes)
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if (num_verts == (int)level.vertexes.Size() && num_subs == (int)numsubsectors)
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{
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success = true;
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int sub = 0;
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@ -427,7 +424,7 @@ FSerializer &SerializeSubsectors(FSerializer &arc, const char *key)
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sub += 6;
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}
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}
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if (hasglnodes && !success)
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if (!success)
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{
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RecalculateDrawnSubsectors();
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}
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@ -148,8 +148,6 @@ inline bool P_LoadBuildMap(uint8_t *mapdata, size_t len, FMapThing **things, int
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//
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TArray<vertexdata_t> vertexdatas;
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bool hasglnodes;
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TArray<FMapThing> MapThingsConverted;
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TMap<unsigned,unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
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TArray<FUDMFKey> MapThingsUserData;
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@ -3371,7 +3369,6 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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map->GetChecksum(level.md5);
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// find map num
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level.lumpnum = map->lumpnum;
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hasglnodes = false;
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if (newGame)
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{
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@ -3678,11 +3675,10 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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// use in P_PointInSubsector to avoid problems with maps that depend on the specific
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// nodes they were built with (P:AR E1M3 is a good example for a map where this is the case.)
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reloop |= P_CheckNodes(map, BuildGLNodes, (uint32_t)(endTime - startTime));
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hasglnodes = true;
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}
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else
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{
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hasglnodes = P_CheckForGLNodes();
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P_CheckForGLNodes();
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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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@ -3704,12 +3700,9 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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P_FloodZones();
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times[13].Unclock();
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if (hasglnodes)
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{
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P_SetRenderSector();
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FixMinisegReferences();
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FixHoles();
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}
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level.bodyqueslot = 0;
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// phares 8/10/98: Clear body queue so the corpses from previous games are
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@ -195,7 +195,6 @@ struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
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};
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};
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extern sidei_t *sidetemp;
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extern bool hasglnodes;
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struct FMissingCount
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{
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@ -171,7 +171,7 @@ namespace swrenderer
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{
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// When using GL nodes, do a clipping test for these lines so we can
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// mark their subsectors as visible for automap texturing.
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if (hasglnodes && !(mSubsector->flags & SSECMF_DRAWN))
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if (!(mSubsector->flags & SSECMF_DRAWN))
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{
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if (Thread->ClipSegments->Check(WallC.sx1, WallC.sx2))
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{
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