void P_InitTerrainTypes () { int lastlump; int lump; int size; size = (TexMan.NumTextures()+1)*sizeof(byte); TerrainTypes = (byte *)Malloc (size); memset (TerrainTypes, 0, size); MakeDefaultTerrain (); lastlump = 0; while (-1 != (lump = Wads.FindLump ("TERRAIN", &lastlump)) ) { SC_OpenLumpNum (lump, "TERRAIN"); ParseOuter (); SC_Close (); } Splashes.ShrinkToFit (); Terrains.ShrinkToFit (); }
void P_InitTerrainTypes () { int lastlump; int lump; int size; Splashes.Clear(); Terrains.Clear(); size = (TexMan.NumTextures()+1); TerrainTypes.Resize(size); TerrainTypes.Clear(); MakeDefaultTerrain (); lastlump = 0; while (-1 != (lump = Wads.FindLump ("TERRAIN", &lastlump)) ) { FScanner sc(lump); ParseOuter (sc); } Splashes.ShrinkToFit (); Terrains.ShrinkToFit (); }