- got rid of the two copying variants of fileSystem.GetFileShortName.
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parent
c5b5b2b873
commit
25b7b18c3d
12 changed files with 22 additions and 67 deletions
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@ -451,7 +451,7 @@ FTextureID FTextureManager::CreateTexture (int lumpnum, ETextureType usetype)
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{
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FString str;
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if (!usefullnames)
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fileSystem.GetFileShortName(str, lumpnum);
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str = fileSystem.GetFileShortName(lumpnum);
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else
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{
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auto fn = fileSystem.GetFileFullName(lumpnum);
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@ -563,7 +563,6 @@ void FTextureManager::AddGroup(int wadnum, int ns, ETextureType usetype)
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{
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int firsttx = fileSystem.GetFirstEntry(wadnum);
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int lasttx = fileSystem.GetLastEntry(wadnum);
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FString Name;
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if (!usefullnames)
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{
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@ -574,10 +573,9 @@ void FTextureManager::AddGroup(int wadnum, int ns, ETextureType usetype)
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for (; firsttx <= lasttx; ++firsttx)
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{
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auto Name = fileSystem.GetFileShortName(firsttx);
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if (fileSystem.GetFileNamespace(firsttx) == ns)
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{
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fileSystem.GetFileShortName(Name, firsttx);
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if (fileSystem.CheckNumForName(Name, ns) == firsttx)
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{
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CreateTexture(firsttx, usetype);
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@ -618,7 +616,6 @@ void FTextureManager::AddHiresTextures (int wadnum)
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int firsttx = fileSystem.GetFirstEntry(wadnum);
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int lasttx = fileSystem.GetLastEntry(wadnum);
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FString Name;
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TArray<FTextureID> tlist;
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if (firsttx == -1 || lasttx == -1)
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@ -630,7 +627,7 @@ void FTextureManager::AddHiresTextures (int wadnum)
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{
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if (fileSystem.GetFileNamespace(firsttx) == ns_hires)
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{
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fileSystem.GetFileShortName (Name, firsttx);
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auto Name = fileSystem.GetFileShortName(firsttx);
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if (fileSystem.CheckNumForName (Name, ns_hires) == firsttx)
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{
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@ -964,8 +961,7 @@ void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &b
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for (int i= firsttx; i <= lasttx; i++)
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{
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bool skin = false;
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FString Name;
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fileSystem.GetFileShortName(Name, i);
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auto Name = fileSystem.GetFileShortName(i);
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// Ignore anything not in the global namespace
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int ns = fileSystem.GetFileNamespace(i);
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@ -997,7 +993,7 @@ void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &b
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if (iwad)
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{
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// We need to make an exception for font characters of the SmallFont coming from the IWAD to be able to construct the original font.
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if (Name.IndexOf("STCFN") != 0 && Name.IndexOf("FONTA") != 0) continue;
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if (strncmp(Name, "STCFN", 5) != 0 && strncmp(Name, "FONTA", 5) != 0) continue;
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force = true;
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}
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else continue;
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@ -1013,7 +1009,7 @@ void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &b
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if (iwad)
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{
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// We need to make an exception for font characters of the SmallFont coming from the IWAD to be able to construct the original font.
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if (Name.IndexOf("STCFN") != 0 && Name.IndexOf("FONTA") != 0) continue;
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if (strncmp(Name, "STCFN", 5) != 0 && strncmp(Name, "FONTA", 5) != 0) continue;
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}
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else continue;
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}
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@ -1513,9 +1509,7 @@ void FTextureManager::AdjustSpriteOffsets()
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if (fileSystem.GetFileContainer(i) > fileSystem.GetMaxIwadNum()) break; // we are past the IWAD
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if (fileSystem.GetFileNamespace(i) == ns_sprites && fileSystem.GetFileContainer(i) >= fileSystem.GetIwadNum() && fileSystem.GetFileContainer(i) <= fileSystem.GetMaxIwadNum())
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{
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char str[9];
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fileSystem.GetFileShortName(str, i);
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str[8] = 0;
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const char *str = fileSystem.GetFileShortName(i);
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FTextureID texid = TexMan.CheckForTexture(str, ETextureType::Sprite, 0);
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if (texid.isValid() && fileSystem.GetFileContainer(GetGameTexture(texid)->GetSourceLump()) > fileSystem.GetMaxIwadNum())
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{
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