me "well at least I have a bunch of types from the debug files, so I can finally figure out the types of a bunch of these untyped globals! goodbye, undefined1 PrimDrawer::bPrimBuffer[6144], let's see what you really are!"
Dumped DWARF debugging info: "unsigned char PrimDrawer::bPrimBuffer[6144]"
WELL THAT DIDN'T HELP MUCH
I'm pretty sure this game had two programmers who each compiled 50% of the game's code.
Programmer A had their compiler set to output every bit of debug information it could, short of just shipping the .cpp files
Programmer B had their compiler set to aggressively optimize and never output any debugging info
at the end of the development, the object files from these two developers were linked together, then that binary was shipped to the customer
yeah after some dynamic testing, I think the reason this particular WStaticMesh and WSector and WPortal and WOccluder is extra cursed, with missing debug info and incorrect-invalid-floats?
It's never called. Why would it be? This is a game that basically takes place in one big room, plus a menu. Why would your map need to be split up into sectors?