always use world entity for looking for _wad key
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parent
77e5990016
commit
521daad432
14
qbsp/map.cc
14
qbsp/map.cc
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@ -97,17 +97,19 @@ static std::shared_ptr<fs::archive_like> LoadTexturePath(const fs::path &path)
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return nullptr;
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}
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static void EnsureTexturesLoaded(const mapentity_t *entity)
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static void EnsureTexturesLoaded()
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{
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// Q2 doesn't need this
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if (qbsp_options.target_game->id == GAME_QUAKE_II) {
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return;
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}
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if (map.textures_loaded)
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return;
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map.textures_loaded = true;
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// Q2 doesn't need this
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if (qbsp_options.target_game->id == GAME_QUAKE_II) {
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return;
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}
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const mapentity_t *entity = map.world_entity();
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std::string wadstring = entity->epairs.get("_wad");
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@ -1727,7 +1729,7 @@ bool ParseEntity(parser_t &parser, mapentity_t *entity)
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break;
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else if (parser.token == "{") {
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// once we run into the first brush, set up textures state.
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EnsureTexturesLoaded(entity);
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EnsureTexturesLoaded();
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mapbrush_t brush = ParseBrush(parser, entity);
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