- Added Martin Howe's morph system update.

- Added support for defining composite textures in HIRESTEX. It is not fully tested
  and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
  concern here and the worst that can happen is that the wrong actor is spawned.
  This was a constant hassle when testing with WADs that contain duplicate resources.


SVN r905 (trunk)
This commit is contained in:
Christoph Oelckers 2008-04-12 15:31:18 +00:00
commit 6b2a7b8b03
19 changed files with 277 additions and 47 deletions

View file

@ -83,6 +83,7 @@ class FMultiPatchTexture : public FTexture
{
public:
FMultiPatchTexture (const void *texdef, FPatchLookup *patchlookup, int maxpatchnum, bool strife, int deflump);
FMultiPatchTexture (FScanner &sc, int usetype);
~FMultiPatchTexture ();
const BYTE *GetColumn (unsigned int column, const Span **spans_out);
@ -102,7 +103,13 @@ protected:
struct TexPart
{
SWORD OriginX, OriginY;
BYTE Mirror:2;
BYTE Rotate:2;
BYTE textureOwned:1;
FTexture *Texture;
TexPart();
~TexPart();
};
int NumParts;
@ -113,6 +120,7 @@ protected:
private:
void CheckForHacks ();
void ParsePatch(FScanner &sc, TexPart & part);
};
// A texture defined between F_START and F_END markers