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- do not allow a multipatch texture to use itself as patch. Instead, look for an older texture with the same name.
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1 changed files with 18 additions and 0 deletions
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@ -1323,6 +1323,24 @@ void FMultiPatchTexture::ResolvePatches()
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for (int i = 0; i < NumParts; i++)
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for (int i = 0; i < NumParts; i++)
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{
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{
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FTextureID texno = TexMan.CheckForTexture(Inits[i].TexName, Inits[i].UseType);
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FTextureID texno = TexMan.CheckForTexture(Inits[i].TexName, Inits[i].UseType);
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if (texno == id) // we found ourselves. Try looking for another one with the same name which is not a multipatch texture itself.
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{
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TArray<FTextureID> list;
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TexMan.ListTextures(Inits[i].TexName, list);
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for (int i = list.Size() - 1; i >= 0; i--)
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{
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if (list[i] != id && !TexMan[list[i]]->bMultiPatch)
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{
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texno = list[i];
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break;
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}
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}
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if (texno == id)
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{
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if (Inits[i].HasLine) Inits[i].sc.Message(MSG_WARNING, "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
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else Printf(TEXTCOLOR_YELLOW "Texture '%s' references itself as patch\n", Inits[i].TexName.GetChars());
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}
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}
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if (!texno.isValid())
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if (!texno.isValid())
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{
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{
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