- sound code and most of texture code converted to FileRdr.

This allowed to remove a lot of bad pointer voodoo in the music loader, because the new class does not allow duplication of the reader object
This commit is contained in:
Christoph Oelckers 2018-03-10 18:45:11 +01:00
commit 5fa63c396d
46 changed files with 333 additions and 307 deletions

View file

@ -966,8 +966,8 @@ FStrifeStartupScreen::FStrifeStartupScreen(int max_progress, HRESULT &hr)
// Fill bitmap with the startup image.
memset (ST_Util_BitsForBitmap(StartupBitmap), 0xF0, 64000);
FWadLump lumpr = Wads.OpenLumpNum (startup_lump);
lumpr.Seek (57 * 320, SEEK_SET);
auto lumpr = Wads.OpenLumpReader (startup_lump);
lumpr.Seek (57 * 320, FileRdr::SeekSet);
lumpr.Read (ST_Util_BitsForBitmap(StartupBitmap) + 41 * 320, 95 * 320);
// Load the animated overlays.
@ -978,7 +978,7 @@ FStrifeStartupScreen::FStrifeStartupScreen(int max_progress, HRESULT &hr)
if (lumpnum >= 0 && (lumplen = Wads.LumpLength (lumpnum)) == StrifeStartupPicSizes[i])
{
FWadLump lumpr = Wads.OpenLumpNum (lumpnum);
auto lumpr = Wads.OpenLumpReader (lumpnum);
StartupPics[i] = new uint8_t[lumplen];
lumpr.Read (StartupPics[i], lumplen);
}