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mirror of https://github.com/XLabsProject/iw3x-port.git synced 2023-08-02 15:02:11 +02:00

Remove extra printf

This commit is contained in:
Roxanne 2022-12-16 14:17:48 +01:00
parent 9461218dbb
commit 971623d339
4 changed files with 3 additions and 10 deletions

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@ -407,8 +407,6 @@ namespace Components
}
}
}
printf("");
}
void IGfxWorld::SaveConvertedWorld(Game::IW4::GfxWorld* asset)

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@ -372,6 +372,7 @@ namespace Components
// Do not delay model surface ever! In iw4 this doesn't even exist
// If this flag is ever set to 1 it usually burns the delayed surface buffer of IW4
mat.gameFlags.fields.delayModelSurface = 0;
// Sort key
#if USE_IW3_SORTKEYS
mat.sortKey = material->info.sortKey; // Using iw3 value directly
@ -425,13 +426,8 @@ namespace Components
mat.stateFlags = static_cast<Game::IW4::StateFlags>(mat.stateFlags | Game::IW4::STATE_FLAG_AMBIENT);
Logger::Print("Added STATE_FLAG_AMBIENT on %s (sortkey is opaque-ambient)\n", mat.name);
}
#else
// Give ambient to everyone. Why not?
// While this sounds evil, it actually fixes lighting issues on grass, rocks, everything
// And does not seem to have any drawback!
mat.stateFlags = static_cast<Game::IW4::StateFlags>(mat.stateFlags | Game::IW4::STATE_FLAG_AMBIENT);
#endif
// Should we give ambient stateflag to everybody by default?
mat.cameraRegion = material->cameraRegion;
if (mat.cameraRegion == 0x3) {

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@ -318,6 +318,7 @@ namespace Components
{
rapidjson::Value literalsArray(rapidjson::kArrayType);
// always four
for (size_t j = 0; j < 4; j++)
{
literalsArray.PushBack(arg->u.literalConst[j], allocator);

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@ -565,8 +565,6 @@ namespace Components
}
}
printf("");
}
clipMap->brushEdges = reallocatedBrushEdges;