- fixed some texture priorititing problems with Hexen's player displays for the menu. The patches for these should not be placed in the TEX_WallPatch namespace because it's not what modders might expect from them.
SVN r2841 (trunk)
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parent
a3e98eb4ab
commit
385cfc5698
2 changed files with 39 additions and 30 deletions
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@ -189,7 +189,7 @@ protected:
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private:
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void CheckForHacks ();
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void ParsePatch(FScanner &sc, TexPart & part, bool silent);
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void ParsePatch(FScanner &sc, TexPart & part, bool silent, int usetype);
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};
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//==========================================================================
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@ -970,12 +970,12 @@ void FTextureManager::AddTexturesLumps (int lump1, int lump2, int patcheslump)
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//
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//==========================================================================
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void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, bool silent)
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void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, bool silent, int usetype)
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{
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FString patchname;
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sc.MustGetString();
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FTextureID texno = TexMan.CheckForTexture(sc.String, TEX_WallPatch);
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FTextureID texno = TexMan.CheckForTexture(sc.String, usetype);
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int Mirror = 0;
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if (!texno.isValid())
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@ -996,10 +996,10 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, bool silent)
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}
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else if (strlen(sc.String) <= 8 && !strpbrk(sc.String, "./"))
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{
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int lumpnum = Wads.CheckNumForName(sc.String, ns_patches);
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int lumpnum = Wads.CheckNumForName(sc.String, usetype == TEX_MiscPatch? ns_graphics : ns_patches);
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if (lumpnum >= 0)
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{
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part.Texture = FTexture::CreateTexture(lumpnum, TEX_WallPatch);
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part.Texture = FTexture::CreateTexture(lumpnum, usetype);
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TexMan.AddTexture(part.Texture);
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}
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}
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@ -1252,7 +1252,15 @@ FMultiPatchTexture::FMultiPatchTexture (FScanner &sc, int usetype)
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else if (sc.Compare("Patch"))
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{
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TexPart part;
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ParsePatch(sc, part, bSilent);
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ParsePatch(sc, part, bSilent, TEX_WallPatch);
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if (part.Texture != NULL) parts.Push(part);
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part.Texture = NULL;
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part.Translation = NULL;
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}
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else if (sc.Compare("Graphic"))
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{
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TexPart part;
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ParsePatch(sc, part, bSilent, TEX_MiscPatch);
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if (part.Texture != NULL) parts.Push(part);
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part.Texture = NULL;
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part.Translation = NULL;
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