Refactor dungeon entrance loading and clean up unused renderer object
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@@ -70,11 +70,11 @@ absl::Status DungeonEditor::Load() {
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LoadDungeonRoomSize();
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// LoadRoomEntrances
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for (int i = 0; i < 0x07; ++i) {
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entrances_[i] = zelda3::RoomEntrance(*rom(), i, true);
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entrances_[i] = zelda3::RoomEntrance(rom(), i, true);
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}
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for (int i = 0; i < 0x85; ++i) {
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entrances_[i + 0x07] = zelda3::RoomEntrance(*rom(), i, false);
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entrances_[i + 0x07] = zelda3::RoomEntrance(rom(), i, false);
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}
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// Load the palette group and palette for the dungeon
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@@ -123,7 +123,7 @@ class DungeonEditor : public Editor {
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std::array<zelda3::Room, 0x128> rooms_ = {};
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std::array<zelda3::RoomEntrance, 0x8C> entrances_ = {};
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zelda3::DungeonObjectRenderer object_renderer_;
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// zelda3::DungeonObjectRenderer object_renderer_;
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absl::flat_hash_map<uint16_t, int> spriteset_usage_;
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absl::flat_hash_map<uint16_t, int> blockset_usage_;
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@@ -69,7 +69,7 @@ void MessageEditor::Initialize() {
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current_font_gfx16_data_.reserve(kCurrentMessageWidth *
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kCurrentMessageHeight);
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std::fill(current_font_gfx16_data_.begin(), current_font_gfx16_data_.end(),
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std::fill(current_font_gfx16_data_.begin(), current_font_gfx16_data_.end(),
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0);
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// 8bpp
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