- separated the Doom specific parts of the ZScript parser from the core into a subclass.

This commit is contained in:
Christoph Oelckers 2020-04-11 19:37:15 +02:00
commit 466ed4e8f2
10 changed files with 1216 additions and 1060 deletions

View file

@ -1606,24 +1606,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, ReplaceTextures, ReplaceTextures)
return 0;
}
//=====================================================================================
//
// textures
//
//=====================================================================================
void SetCameraToTexture(AActor *viewpoint, const FString &texturename, double fov);
DEFINE_ACTION_FUNCTION_NATIVE(_TexMan, SetCameraToTexture, SetCameraToTexture)
{
PARAM_PROLOGUE;
PARAM_OBJECT(viewpoint, AActor);
PARAM_STRING(texturename); // [ZZ] there is no point in having this as FTextureID because it's easier to refer to a cameratexture by name and it isn't executed too often to cache it.
PARAM_FLOAT(fov);
SetCameraToTexture(viewpoint, texturename, fov);
return 0;
}
static int CheckForTexture(const FString& name, int type, int flags)
{
return TexMan.CheckForTexture(name, static_cast<ETextureType>(type), flags).GetIndex();