- first stage of uncoupling the file system from the engine.
This replaces several FStrings and TArrays with std::string and std::vector.
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2524ea6b0e
commit
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9 changed files with 150 additions and 110 deletions
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@ -202,11 +202,6 @@ extern bool insave;
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extern TDeletingArray<FLightDefaults *> LightDefaults;
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extern FName MessageBoxClass;
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static const char* iwad_folders[] = { "flats/", "textures/", "hires/", "sprites/", "voxels/", "colormaps/", "acs/", "maps/", "voices/", "patches/", "graphics/", "sounds/", "music/",
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"materials/", "models/", "fonts/", "brightmaps/"};
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static const char* iwad_reserved[] = { "mapinfo", "zmapinfo", "umapinfo", "gameinfo", "sndinfo", "sndseq", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "iwadinfo", "maps/" };
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CUSTOM_CVAR(Float, i_timescale, 1.0f, CVAR_NOINITCALL | CVAR_VIRTUAL)
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{
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if (netgame)
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@ -1920,8 +1915,9 @@ static FString ParseGameInfo(TArray<FString> &pwads, const char *fn, const char
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void GetReserved(LumpFilterInfo& lfi)
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{
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for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
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for (auto p : iwad_reserved) lfi.requiredPrefixes.Push(p);
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lfi.reservedFolders = { "flats/", "textures/", "hires/", "sprites/", "voxels/", "colormaps/", "acs/", "maps/", "voices/", "patches/", "graphics/", "sounds/", "music/",
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"materials/", "models/", "fonts/", "brightmaps/" };
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lfi.requiredPrefixes = { "mapinfo", "zmapinfo", "umapinfo", "gameinfo", "sndinfo", "sndseq", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "iwadinfo", "maps/" };
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}
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static FString CheckGameInfo(TArray<FString> & pwads)
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@ -3065,7 +3061,7 @@ static int FileSystemPrintf(FSMessageLevel level, const char* fmt, ...)
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DPrintf(DMSG_NOTIFY, "%s", text.GetChars());
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break;
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}
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return text.Len();
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return (int)text.Len();
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}
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//==========================================================================
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//
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@ -3138,9 +3134,9 @@ static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArr
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for (auto& inf : blanket)
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{
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if (gameinfo.gametype & inf.match) lfi.gameTypeFilter.Push(inf.name);
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if (gameinfo.gametype & inf.match) lfi.gameTypeFilter.push_back(inf.name);
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}
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lfi.gameTypeFilter.Push(FStringf("game-%s", GameTypeName()));
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lfi.gameTypeFilter.push_back(FStringf("game-%s", GameTypeName()).GetChars());
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GetReserved(lfi);
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