Revision r2236
👤 helixhorned
📅 2012-01-05 13:58:23 -0800 (Thu, 05 Jan 2012)
- When saving game, clear all polymer lights before. Not doing this makes
the SE ones douple, triple, ... after each save. Maphack lights are reloaded
with polymer_resetlights() (though I've had them disappearing after load, I
couldn't reproduce it afterwards).
- in debugging builds, print a message when polymer_resetlight is called on a
nonexistent one. The problem is not so much the call itself (it's guarded),
but the fact that resources on the caller side may not have been freed if it
thinks that those lights do in fact exist. Right now, it's not the case though.
- add 'loaded map hack' messages after some other successful loadmaphack calls
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r2237 | helixhorned | 2012-01-07 09:48:55 -0800 (Sat, 07 Jan 2012) | 4 lines
When defining a model with the 'model' token and there were errors, don't
let it hang around causing trouble later on; delete it right now and inform
the user.
Add a couple of 'static's to some functions and file scope data in mdsprite.c
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r2236 | helixhorned | 2012-01-05 13:58:23 -0800 (Thu, 05 Jan 2012) | 9 lines
- When saving game, clear all polymer lights before. Not doing this makes
the SE ones douple, triple, ... after each save. Maphack lights are reloaded
with polymer_resetlights() (though I've had them disappearing after load, I
couldn't reproduce it afterwards).
- in debugging builds, print a message when polymer_resetlight is called on a
nonexistent one. The problem is not so much the call itself (it's guarded),
but the fact that resources on the caller side may not have been freed if it
thinks that those lights do in fact exist. Right now, it's not the case though.
- add 'loaded map hack' messages after some other successful loadmaphack calls
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