/// <summary> /// R_NewMap /// </summary> public void NewMap( ) { for (var i = 0; i < 256; i++) { _LightStyleValue[i] = 264; // normal light value } _WorldEntity.Clear( ); _WorldEntity.model = Host.Client.cl.worldmodel; // clear out efrags in case the level hasn't been reloaded // FIXME: is this one short? for (var i = 0; i < Host.Client.cl.worldmodel.NumLeafs; i++) { Host.Client.cl.worldmodel.Leaves[i].efrags = null; } Occlusion.ViewLeaf = null; Particles.ClearParticles( ); BuildLightMaps( ); // identify sky texture _SkyTextureNum = -1; //_MirrorTextureNum = -1; var world = Host.Client.cl.worldmodel; for (var i = 0; i < world.NumTextures; i++) { if (world.Textures[i] == null) { continue; } if (world.Textures[i].name != null) { if (world.Textures[i].name.StartsWith("sky")) { _SkyTextureNum = i; } //if( world.textures[i].name.StartsWith( "window02_1" ) ) // _MirrorTextureNum = i; } world.Textures[i].texturechain = null; } }