- Backend update from Raze.
This is mainly code cleanup from setting the compiler to a stricter warning level.
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6aea7694bc
commit
1c517d19fa
102 changed files with 493 additions and 590 deletions
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@ -86,11 +86,11 @@ FTextureManager::~FTextureManager ()
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void FTextureManager::DeleteAll()
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{
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FImageSource::ClearImages();
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for (unsigned int i = 0; i < Textures.Size(); ++i)
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{
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delete Textures[i].Texture;
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}
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FImageSource::ClearImages();
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Textures.Clear();
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Translation.Clear();
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FirstTextureForFile.Clear();
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@ -717,7 +717,7 @@ void FTextureManager::ParseTextureDef(int lump, FMultipatchTextureBuilder &build
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sc.String[8]=0;
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tlist.Clear();
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int amount = ListTextures(sc.String, tlist);
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ListTextures(sc.String, tlist);
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FName texname = sc.String;
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sc.MustGetString();
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@ -935,7 +935,6 @@ void FTextureManager::LoadTextureX(int wadnum, FMultipatchTextureBuilder &build)
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void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build)
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{
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int firsttexture = Textures.Size();
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int lumpcount = fileSystem.GetNumEntries();
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bool iwad = wadnum >= fileSystem.GetIwadNum() && wadnum <= fileSystem.GetMaxIwadNum();
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FirstTextureForFile.Push(firsttexture);
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@ -1206,8 +1205,12 @@ void FTextureManager::Init(void (*progressFunc_)(), void (*checkForHacks)(BuildI
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AddGameTexture(CreateShaderTexture(true, false));
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AddGameTexture(CreateShaderTexture(true, true));
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// Add two animtexture entries so that movie playback can call functions using texture IDs.
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AddGameTexture(MakeGameTexture(new AnimTexture(), "AnimTextureFrame1", ETextureType::Override));
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AddGameTexture(MakeGameTexture(new AnimTexture(), "AnimTextureFrame2", ETextureType::Override));
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auto mt = MakeGameTexture(new AnimTexture(), "AnimTextureFrame1", ETextureType::Override);
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mt->SetUpscaleFlag(false, true);
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AddGameTexture(mt);
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mt = MakeGameTexture(new AnimTexture(), "AnimTextureFrame2", ETextureType::Override);
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mt->SetUpscaleFlag(false, true);
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AddGameTexture(mt);
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int wadcnt = fileSystem.GetNumWads();
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