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https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-18 17:35:43 +00:00
Lots of work to get MP2 repacking functional
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@@ -11,7 +11,6 @@ CGameArea::CGameArea(CResourceEntry *pEntry /*= 0*/)
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, mOriginalWorldMeshCount(0)
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, mUsesCompression(false)
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, mpMaterialSet(nullptr)
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, mpGeneratorLayer(nullptr)
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, mpCollision(nullptr)
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{
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}
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@@ -21,7 +20,6 @@ CGameArea::~CGameArea()
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ClearTerrain();
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delete mpCollision;
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delete mpGeneratorLayer;
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for (u32 iSCLY = 0; iSCLY < mScriptLayers.size(); iSCLY++)
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delete mScriptLayers[iSCLY];
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@@ -54,8 +52,6 @@ CDependencyTree* CGameArea::BuildDependencyTree() const
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for (u32 iLayer = 0; iLayer < mScriptLayers.size(); iLayer++)
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pTree->AddScriptLayer(mScriptLayers[iLayer]);
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pTree->AddScriptLayer(mpGeneratorLayer);
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return pTree;
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}
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@@ -134,8 +130,6 @@ void CGameArea::ClearScriptLayers()
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for (auto it = mScriptLayers.begin(); it != mScriptLayers.end(); it++)
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delete *it;
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mScriptLayers.clear();
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delete mpGeneratorLayer;
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mpGeneratorLayer = nullptr;
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}
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u32 CGameArea::TotalInstanceCount() const
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@@ -49,7 +49,6 @@ class CGameArea : public CResource
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std::vector<CStaticModel*> mStaticWorldModels; // StaticTerrainModels is the merged terrain for faster rendering in the world editor
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// Script
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std::vector<CScriptLayer*> mScriptLayers;
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CScriptLayer *mpGeneratorLayer;
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std::unordered_map<u32, CScriptObject*> mObjectMap;
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// Collision
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CCollisionMeshGroup *mpCollision;
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@@ -92,7 +91,6 @@ public:
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inline CCollisionMeshGroup* Collision() const { return mpCollision; }
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inline u32 NumScriptLayers() const { return mScriptLayers.size(); }
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inline CScriptLayer* ScriptLayer(u32 Index) const { return mScriptLayers[Index]; }
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inline CScriptLayer* GeneratedObjectsLayer() const { return mpGeneratorLayer; }
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inline u32 NumLightLayers() const { return mLightLayers.size(); }
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inline u32 NumLights(u32 LayerIndex) const { return (LayerIndex < mLightLayers.size() ? mLightLayers[LayerIndex].size() : 0); }
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inline CLight* Light(u32 LayerIndex, u32 LightIndex) const { return mLightLayers[LayerIndex][LightIndex]; }
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