- optimized storage for animation definitions.

Instead of allocating everything on the heap as single blocks, use a value TArray and allocate the frame arrays from the texture manager's memory arena, since lifetime of the data is identical.
Most importantly this avoids using a variable size array at the end of the struct.
This commit is contained in:
Christoph Oelckers 2022-07-17 10:14:37 +02:00
commit 6d635ce715
5 changed files with 44 additions and 48 deletions

View file

@ -1615,7 +1615,7 @@ void FTextureManager::AddAlias(const char* name, FGameTexture* tex)
//
//==========================================================================
FTextureID FTextureID::operator +(int offset) throw()
FTextureID FTextureID::operator +(int offset) const noexcept(true)
{
if (!isValid()) return *this;
if (texnum + offset >= TexMan.NumTextures()) return FTextureID(-1);