- 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
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46 changed files with 333 additions and 307 deletions
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@ -966,8 +966,8 @@ FStrifeStartupScreen::FStrifeStartupScreen(int max_progress, HRESULT &hr)
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// Fill bitmap with the startup image.
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memset (ST_Util_BitsForBitmap(StartupBitmap), 0xF0, 64000);
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FWadLump lumpr = Wads.OpenLumpNum (startup_lump);
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lumpr.Seek (57 * 320, SEEK_SET);
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auto lumpr = Wads.OpenLumpReader (startup_lump);
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lumpr.Seek (57 * 320, FileRdr::SeekSet);
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lumpr.Read (ST_Util_BitsForBitmap(StartupBitmap) + 41 * 320, 95 * 320);
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// Load the animated overlays.
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@ -978,7 +978,7 @@ FStrifeStartupScreen::FStrifeStartupScreen(int max_progress, HRESULT &hr)
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if (lumpnum >= 0 && (lumplen = Wads.LumpLength (lumpnum)) == StrifeStartupPicSizes[i])
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{
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FWadLump lumpr = Wads.OpenLumpNum (lumpnum);
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auto lumpr = Wads.OpenLumpReader (lumpnum);
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StartupPics[i] = new uint8_t[lumplen];
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lumpr.Read (StartupPics[i], lumplen);
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}
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