- the fourth.
This commit is contained in:
parent
6dee9ff566
commit
8ab562ef13
107 changed files with 1041 additions and 1041 deletions
|
|
@ -57,7 +57,7 @@
|
|||
TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANSLATION_TABLES];
|
||||
|
||||
|
||||
const BYTE IcePalette[16][3] =
|
||||
const uint8_t IcePalette[16][3] =
|
||||
{
|
||||
{ 10, 8, 18 },
|
||||
{ 15, 15, 26 },
|
||||
|
|
@ -109,7 +109,7 @@ FRemapTable::~FRemapTable()
|
|||
|
||||
void FRemapTable::Alloc(int count)
|
||||
{
|
||||
Remap = (BYTE *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
|
||||
Remap = (uint8_t *)M_Malloc(count*sizeof(*Remap) + count*sizeof(*Palette));
|
||||
assert (Remap != NULL);
|
||||
Palette = (PalEntry *)(Remap + count*(sizeof(*Remap)));
|
||||
Native = NULL;
|
||||
|
|
@ -934,7 +934,7 @@ void R_InitTranslationTables ()
|
|||
// Doom palette has no good substitutes for these bluish-tinted grays, so
|
||||
// they will just look gray unless you use a different PLAYPAL with Doom.
|
||||
|
||||
BYTE IcePaletteRemap[16];
|
||||
uint8_t IcePaletteRemap[16];
|
||||
for (i = 0; i < 16; ++i)
|
||||
{
|
||||
IcePaletteRemap[i] = ColorMatcher.Pick (IcePalette[i][0], IcePalette[i][1], IcePalette[i][2]);
|
||||
|
|
@ -1060,8 +1060,8 @@ static void R_CreatePlayerTranslation (float h, float s, float v, const FPlayerC
|
|||
FPlayerSkin *skin, FRemapTable *table, FRemapTable *alttable, FRemapTable *pillartable)
|
||||
{
|
||||
int i;
|
||||
BYTE start = skin->range0start;
|
||||
BYTE end = skin->range0end;
|
||||
uint8_t start = skin->range0start;
|
||||
uint8_t end = skin->range0end;
|
||||
float r, g, b;
|
||||
float bases, basev;
|
||||
float sdelta, vdelta;
|
||||
|
|
@ -1125,7 +1125,7 @@ static void R_CreatePlayerTranslation (float h, float s, float v, const FPlayerC
|
|||
else
|
||||
{
|
||||
FMemLump translump = Wads.ReadLump(colorset->Lump);
|
||||
const BYTE *trans = (const BYTE *)translump.GetMem();
|
||||
const uint8_t *trans = (const uint8_t *)translump.GetMem();
|
||||
for (i = start; i <= end; ++i)
|
||||
{
|
||||
table->Remap[i] = GPalette.Remap[trans[i]];
|
||||
|
|
|
|||
|
|
@ -47,7 +47,7 @@ struct FRemapTable
|
|||
void AddToTranslation(const char * range);
|
||||
int StoreTranslation(int slot);
|
||||
|
||||
BYTE *Remap; // For the software renderer
|
||||
uint8_t *Remap; // For the software renderer
|
||||
PalEntry *Palette; // The ideal palette this maps to
|
||||
FNativePalette *Native; // The Palette stored in a HW texture
|
||||
int NumEntries; // # of elements in this table (usually 256)
|
||||
|
|
@ -81,7 +81,7 @@ extern TAutoGrowArray<FRemapTablePtr, FRemapTable *> translationtables[NUM_TRANS
|
|||
#define TRANSLATION_MASK ((1<<TRANSLATION_SHIFT)-1)
|
||||
#define TRANSLATIONTYPE_MASK (255<<TRANSLATION_SHIFT)
|
||||
|
||||
inline DWORD TRANSLATION(BYTE a, DWORD b)
|
||||
inline DWORD TRANSLATION(uint8_t a, DWORD b)
|
||||
{
|
||||
return (a<<TRANSLATION_SHIFT) | b;
|
||||
}
|
||||
|
|
@ -106,7 +106,7 @@ void R_DeinitTranslationTables();
|
|||
void R_BuildPlayerTranslation (int player); // [RH] Actually create a player's translation table.
|
||||
void R_GetPlayerTranslation (int color, const struct FPlayerColorSet *colorset, class FPlayerSkin *skin, struct FRemapTable *table);
|
||||
|
||||
extern const BYTE IcePalette[16][3];
|
||||
extern const uint8_t IcePalette[16][3];
|
||||
|
||||
extern TArray<PalEntry> BloodTranslationColors;
|
||||
|
||||
|
|
|
|||
|
|
@ -64,7 +64,7 @@ FRenderStyle LegacyRenderStyles[STYLE_Count] =
|
|||
#else
|
||||
FRenderStyle LegacyRenderStyles[STYLE_Count];
|
||||
|
||||
static const BYTE Styles[STYLE_Count * 4] =
|
||||
static const uint8_t Styles[STYLE_Count * 4] =
|
||||
{
|
||||
STYLEOP_None, STYLEALPHA_Zero, STYLEALPHA_Zero, 0,
|
||||
STYLEOP_Add, STYLEALPHA_Src, STYLEALPHA_InvSrc, STYLEF_Alpha1,
|
||||
|
|
|
|||
|
|
@ -31,7 +31,7 @@ struct spriteframewithrotate : public spriteframe_t
|
|||
|
||||
// [RH] skin globals
|
||||
TArray<FPlayerSkin> Skins;
|
||||
BYTE OtherGameSkinRemap[256];
|
||||
uint8_t OtherGameSkinRemap[256];
|
||||
PalEntry OtherGameSkinPalette[256];
|
||||
|
||||
|
||||
|
|
@ -893,7 +893,7 @@ CCMD (skins)
|
|||
static void R_CreateSkinTranslation (const char *palname)
|
||||
{
|
||||
FMemLump lump = Wads.ReadLump (palname);
|
||||
const BYTE *otherPal = (BYTE *)lump.GetMem();
|
||||
const uint8_t *otherPal = (uint8_t *)lump.GetMem();
|
||||
|
||||
for (int i = 0; i < 256; ++i)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ struct spritedef_t
|
|||
char name[5];
|
||||
DWORD dwName;
|
||||
};
|
||||
BYTE numframes;
|
||||
uint8_t numframes;
|
||||
WORD spriteframes;
|
||||
};
|
||||
|
||||
|
|
@ -49,9 +49,9 @@ class FPlayerSkin
|
|||
public:
|
||||
FString Name;
|
||||
FString Face;
|
||||
BYTE gender = 0; // This skin's gender (not really used)
|
||||
BYTE range0start = 0;
|
||||
BYTE range0end = 0;
|
||||
uint8_t gender = 0; // This skin's gender (not really used)
|
||||
uint8_t range0start = 0;
|
||||
uint8_t range0end = 0;
|
||||
bool othergame = 0; // [GRB]
|
||||
DVector2 Scale = { 1, 1 };
|
||||
int sprite = 0;
|
||||
|
|
@ -61,7 +61,7 @@ public:
|
|||
|
||||
extern TArray<FPlayerSkin> Skins;
|
||||
|
||||
extern BYTE OtherGameSkinRemap[256];
|
||||
extern uint8_t OtherGameSkinRemap[256];
|
||||
extern PalEntry OtherGameSkinPalette[256];
|
||||
|
||||
void R_InitSprites ();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue