- 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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@ -489,7 +489,7 @@ static inline void CheckShortestTex (FLevelLocals *Level, FTextureID texnum, dou
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{
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if (texnum.isValid() || (texnum.isNull() && (Level->i_compatflags & COMPATF_SHORTTEX)))
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{
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FTexture *tex = TexMan.GetTexture(texnum);
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auto tex = TexMan.GetGameTexture(texnum);
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if (tex != NULL)
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{
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double h = tex->GetDisplayHeight();
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@ -1156,10 +1156,10 @@ double GetFriction(const sector_t *self, int plane, double *pMoveFac)
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auto c = planes[sector_t::floor].GlowColor;
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if (c == 0)
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{
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FTexture *tex = TexMan.GetTexture(GetTexture(sector_t::floor));
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auto tex = TexMan.GetGameTexture(GetTexture(sector_t::floor));
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if (tex != NULL && tex->isGlowing())
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{
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if (!tex->isAutoGlowing()) tex = TexMan.GetTexture(GetTexture(sector_t::floor), true);
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if (!tex->isAutoGlowing()) tex = TexMan.GetGameTexture(GetTexture(sector_t::floor), true);
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if (tex->isGlowing()) // recheck the current animation frame.
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{
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tex->GetGlowColor(bottomglowcolor);
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@ -1201,10 +1201,10 @@ double GetFriction(const sector_t *self, int plane, double *pMoveFac)
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auto c = planes[sector_t::ceiling].GlowColor;
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if (c == 0)
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{
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FTexture *tex = TexMan.GetTexture(GetTexture(sector_t::ceiling));
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auto tex = TexMan.GetGameTexture(GetTexture(sector_t::ceiling));
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if (tex != NULL && tex->isGlowing())
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{
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if (!tex->isAutoGlowing()) tex = TexMan.GetTexture(GetTexture(sector_t::ceiling), true);
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if (!tex->isAutoGlowing()) tex = TexMan.GetGameTexture(GetTexture(sector_t::ceiling), true);
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if (tex->isGlowing()) // recheck the current animation frame.
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{
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ret = true;
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@ -1225,10 +1225,10 @@ double GetFriction(const sector_t *self, int plane, double *pMoveFac)
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c = planes[sector_t::floor].GlowColor;
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if (c == 0)
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{
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FTexture *tex = TexMan.GetTexture(GetTexture(sector_t::floor));
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auto tex = TexMan.GetGameTexture(GetTexture(sector_t::floor));
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if (tex != NULL && tex->isGlowing())
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{
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if (!tex->isAutoGlowing()) tex = TexMan.GetTexture(GetTexture(sector_t::floor), true);
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if (!tex->isAutoGlowing()) tex = TexMan.GetGameTexture(GetTexture(sector_t::floor), true);
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if (tex->isGlowing()) // recheck the current animation frame.
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{
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ret = true;
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