- changed all texture access in the play code to use FGameTexture and redid Hexen's front sky layer by adding a new texture instead of hacking the existing one.
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9e7094848c
commit
b9b6a354c7
20 changed files with 91 additions and 77 deletions
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@ -341,7 +341,7 @@ FTextureID DBaseDecal::StickToWall (side_t *wall, double x, double y, F3DFloor *
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else return FNullTextureID();
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CalcFracPos (wall, x, y);
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FTexture *texture = TexMan.GetTexture(tex);
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auto texture = TexMan.GetGameTexture(tex);
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if (texture == NULL || texture->allowNoDecals())
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{
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@ -613,19 +613,19 @@ void DBaseDecal::SpreadRight (double r, side_t *feelwall, double wallsize, F3DFl
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void DBaseDecal::Spread (const FDecalTemplate *tpl, side_t *wall, double x, double y, double z, F3DFloor * ffloor)
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{
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SpreadInfo spread;
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FTexture *tex;
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FGameTexture *tex;
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vertex_t *v1;
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double rorg, ldx, ldy;
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GetWallStuff (wall, v1, ldx, ldy);
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rorg = Length (x - v1->fX(), y - v1->fY());
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if ((tex = TexMan.GetTexture(PicNum)) == NULL)
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if ((tex = TexMan.GetGameTexture(PicNum)) == NULL)
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{
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return;
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}
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int dwidth = tex->GetDisplayWidth ();
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double dwidth = tex->GetDisplayWidth ();
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spread.DecalWidth = dwidth * ScaleX;
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spread.DecalLeft = tex->GetDisplayLeftOffset() * ScaleX;
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