- Changed FImageCollection to return translated texture indices so
that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. SVN r1036 (trunk)
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82 changed files with 1145 additions and 1061 deletions
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@ -780,7 +780,7 @@ FMultiPatchTexture::TexPart::TexPart()
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void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int deflumpnum, int patcheslump, int firstdup, bool texture1)
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{
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FPatchLookup *patchlookup;
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int i, j;
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int i;
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DWORD numpatches;
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if (firstdup == 0)
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@ -819,10 +819,10 @@ void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int d
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pnames.Read (patchlookup[i].Name, 8);
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patchlookup[i].Name[8] = 0;
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j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
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if (j >= 0)
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FTextureID j = CheckForTexture (patchlookup[i].Name, FTexture::TEX_WallPatch);
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if (j.isValid())
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{
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patchlookup[i].Texture = Textures[j].Texture;
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patchlookup[i].Texture = Textures[j.GetIndex()].Texture;
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}
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else
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{
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@ -899,6 +899,7 @@ void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int d
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// If this texture was defined already in this lump, skip it
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// This could cause problems with animations that use the same name for intermediate
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// textures. Should I be worried?
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int j;
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for (j = (int)Textures.Size() - 1; j >= firstdup; --j)
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{
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if (strnicmp (Textures[j].Texture->Name, (const char *)maptex + offset, 8) == 0)
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@ -957,10 +958,10 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part)
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FString patchname;
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sc.MustGetString();
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int texno = TexMan.CheckForTexture(sc.String, TEX_WallPatch);
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FTextureID texno = TexMan.CheckForTexture(sc.String, TEX_WallPatch);
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int Mirror = 0;
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if (texno < 0)
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if (!texno.isValid())
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{
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int lumpnum = Wads.CheckNumForFullName(sc.String);
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if (lumpnum >= 0)
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