- sanitized the old sprite offset adjustment feature and used it to redefine offsets for some sprites that have really bad ones.
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parent
dc1f03ec13
commit
834802def3
6 changed files with 1180 additions and 13 deletions
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@ -85,29 +85,30 @@ void gl_CreateSections();
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void AdjustSpriteOffsets()
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{
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static bool done=false;
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char name[30];
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if (done) return;
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done=true;
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mysnprintf(name, countof(name), "sprofs/%s.sprofs", GameNames[gameinfo.gametype]);
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int lump = Wads.CheckNumForFullName(name);
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if (lump>=0)
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int lump, lastlump = 0;
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while ((lump = Wads.FindLump("SPROFS", &lastlump, false)) != -1)
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{
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FScanner sc;
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sc.OpenLumpNum(lump);
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sc.SetCMode(true);
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GLRenderer->FlushTextures();
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int ofslumpno = Wads.GetLumpFile(lump);
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while (sc.GetString())
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{
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int x,y;
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bool iwadonly = false;
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FTextureID texno = TexMan.CheckForTexture(sc.String, FTexture::TEX_Sprite);
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sc.GetNumber();
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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x=sc.Number;
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sc.GetNumber();
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sc.MustGetStringName(",");
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sc.MustGetNumber();
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y=sc.Number;
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if (sc.CheckString(","))
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{
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sc.MustGetString();
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if (sc.Compare("iwad")) iwadonly = true;
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}
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if (texno.isValid())
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{
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FTexture * tex = TexMan[texno];
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@ -117,7 +118,7 @@ void AdjustSpriteOffsets()
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if (lumpnum >= 0 && lumpnum < Wads.GetNumLumps())
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{
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int wadno = Wads.GetLumpFile(lumpnum);
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if (wadno==FWadCollection::IWAD_FILENUM || wadno == ofslumpno)
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if ((iwadonly && wadno==FWadCollection::IWAD_FILENUM) || (!iwadonly && wadno == ofslumpno))
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{
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tex->LeftOffset=x;
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tex->TopOffset=y;
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