- 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.
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5 changed files with 44 additions and 48 deletions
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@ -1615,7 +1615,7 @@ void FTextureManager::AddAlias(const char* name, FGameTexture* tex)
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//
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//==========================================================================
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FTextureID FTextureID::operator +(int offset) throw()
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FTextureID FTextureID::operator +(int offset) const noexcept(true)
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{
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if (!isValid()) return *this;
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if (texnum + offset >= TexMan.NumTextures()) return FTextureID(-1);
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