- Got rid of most TexMan.AddPatch calls because they are no longer needed.
- Got rid of R_InitPatches because the new texture init code needs to preload everything to work correctly. - Rewrote texture manager initialization to order textures primarily by WAD rather than by type. This way later textures will always override earlier ones. The only exception is that TEX_MiscPatch are only used as a fallback if nothing else can be found. - Optimized the tryany case of FTextureManager::CheckForTexture. It is not necessary to scan the hash chain twice. The required information can be retrieved during the first pass as easily and even offers a little more control. - Made FFont destructor virtual. - Added 'Ice' translation to DECORATE. (Caution: Not fully tested yet!) SVN r715 (trunk)
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58816f5d09
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20 changed files with 1430 additions and 1364 deletions
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@ -893,17 +893,17 @@ void HUD_InitHud()
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{
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case GAME_Heretic:
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case GAME_Hexen:
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healthpic=TexMan[TexMan.AddPatch("ARTIPTN2", ns_sprites)];
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healthpic = TexMan.FindTexture("ARTIPTN2");
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HudFont=FFont::FindFont("HUDFONT_RAVEN");
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break;
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case GAME_Strife:
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healthpic=TexMan[TexMan.AddPatch("I_MDKT")];
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healthpic = TexMan.FindTexture("I_MDKT");
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HudFont=BigFont; // Strife doesn't have anything nice so use the standard font
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break;
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default:
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healthpic=TexMan[TexMan.AddPatch("MEDIA0", ns_sprites)];
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healthpic = TexMan.FindTexture("MEDIA0");
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HudFont=FFont::FindFont("HUDFONT_DOOM");
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break;
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}
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@ -913,12 +913,12 @@ void HUD_InitHud()
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if (HudFont == NULL) HudFont = BigFont;
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if (IndexFont == NULL) IndexFont = ConFont; // Emergency fallback
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invgems[0] = TexMan[TexMan.AddPatch("INVGEML1")];
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invgems[1] = TexMan[TexMan.AddPatch("INVGEML2")];
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invgems[2] = TexMan[TexMan.AddPatch("INVGEMR1")];
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invgems[3] = TexMan[TexMan.AddPatch("INVGEMR2")];
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invgems[0] = TexMan.FindTexture("INVGEML1");
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invgems[1] = TexMan.FindTexture("INVGEML2");
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invgems[2] = TexMan.FindTexture("INVGEMR1");
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invgems[3] = TexMan.FindTexture("INVGEMR2");
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fragpic = TexMan[TexMan.AddPatch("HU_FRAGS")]; // Sadly, I don't have anything usable for this. :(
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fragpic = TexMan.FindTexture("HU_FRAGS"); // Sadly, I don't have anything usable for this. :(
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KeyTypes.Clear();
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UnassignedKeyTypes.Clear();
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@ -934,9 +934,8 @@ void HUD_InitHud()
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if (sc.Compare("Health"))
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{
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sc.MustGetString();
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int tex = TexMan.AddPatch(sc.String);
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if (tex<=0) tex = TexMan.AddPatch(sc.String, ns_sprites);
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if (tex>0) healthpic = TexMan[tex];
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int tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
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if (tex > 0) healthpic = TexMan[tex];
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}
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else
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{
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@ -955,8 +954,7 @@ void HUD_InitHud()
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if (!sc.Compare("0") && !sc.Compare("NULL") && !sc.Compare(""))
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{
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tex = TexMan.AddPatch(sc.String);
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if (tex<=0) tex = TexMan.AddPatch(sc.String, ns_sprites);
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tex = TexMan.CheckForTexture(sc.String, FTexture::TEX_MiscPatch);
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}
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else tex=-1;
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