- Fixed a few bufs in the parser for composite textures.
- Changed: When loading Zips all patches in the patches/ directory should be loaded, not only those used by a texture in TEXTUREx. - Disabled timidity_mastervolume for the internal Timidity again because with the altered volume calculation it is no longer needed and the default volume is on the same level as OPL and FMOD. SVN r909 (trunk)
This commit is contained in:
parent
e7ff22457e
commit
a53bfa7113
6 changed files with 60 additions and 12 deletions
|
|
@ -386,8 +386,21 @@ int FTextureManager::AddPatch (const char *patchname, int namespc, bool tryany)
|
|||
|
||||
void FTextureManager::AddGroup(int wadnum, const char * startlump, const char * endlump, int ns, int usetype)
|
||||
{
|
||||
int firsttx = Wads.CheckNumForName (startlump);
|
||||
int lasttx = Wads.CheckNumForName (endlump);
|
||||
int firsttx;
|
||||
int lasttx;
|
||||
|
||||
if (startlump && endlump)
|
||||
{
|
||||
firsttx = Wads.CheckNumForName (startlump);
|
||||
lasttx = Wads.CheckNumForName (endlump);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If there are no markers we have to search the entire lump directory... :(
|
||||
firsttx = 0;
|
||||
lasttx = Wads.GetNumLumps() - 1;
|
||||
}
|
||||
|
||||
char name[9];
|
||||
|
||||
if (firsttx == -1 || lasttx == -1)
|
||||
|
|
@ -404,7 +417,7 @@ void FTextureManager::AddGroup(int wadnum, const char * startlump, const char *
|
|||
|
||||
for (firsttx += 1; firsttx < lasttx; ++firsttx)
|
||||
{
|
||||
if (Wads.GetLumpFile(firsttx) == wadnum)
|
||||
if (Wads.GetLumpFile(firsttx) == wadnum && Wads.GetLumpNamespace(firsttx) == ns)
|
||||
{
|
||||
Wads.GetLumpName (name, firsttx);
|
||||
|
||||
|
|
@ -696,6 +709,10 @@ void FTextureManager::AddTexturesForWad(int wadnum)
|
|||
// First step: Load sprites
|
||||
AddGroup(wadnum, "S_START", "S_END", ns_sprites, FTexture::TEX_Sprite);
|
||||
|
||||
// When loading a Zip, all graphics in the patches/ directory should be
|
||||
// added as well.
|
||||
AddGroup(wadnum, NULL, NULL, ns_patches, FTexture::TEX_WallPatch);
|
||||
|
||||
// Second step: TEXTUREx lumps
|
||||
LoadTextureX(wadnum);
|
||||
|
||||
|
|
@ -721,7 +738,6 @@ void FTextureManager::AddTexturesForWad(int wadnum)
|
|||
if (ns == ns_global)
|
||||
{
|
||||
// In Zips all graphics must be in a separate namespace.
|
||||
if (Wads.GetLumpFlags(i) & LUMPF_ZIPFILE) continue;
|
||||
|
||||
// Ignore lumps with empty names.
|
||||
if (Wads.CheckLumpName(i, "")) continue;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue