renamed things in file system to reduce Doom specific terminology.
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a3475d3973
commit
d1abc3eb8c
50 changed files with 313 additions and 318 deletions
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@ -100,7 +100,7 @@ void R_InitColormaps (bool allowCustomColormap)
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cm.blend = 0;
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fakecmaps.Push(cm);
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uint32_t NumLumps = fileSystem.GetNumEntries();
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uint32_t NumLumps = fileSystem.GetFileCount();
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for (uint32_t i = 0; i < NumLumps; i++)
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{
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@ -1234,7 +1234,7 @@ class GLDefsParser
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if (lumpnum != -1)
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{
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if (iwad && fileSystem.GetFileContainer(lumpnum) <= fileSystem.GetMaxIwadNum()) useme = true;
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if (iwad && fileSystem.GetFileContainer(lumpnum) <= fileSystem.GetMaxBaseNum()) useme = true;
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if (thiswad && fileSystem.GetFileContainer(lumpnum) == fileSystem.GetFileContainer(workingLump)) useme = true;
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}
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if (!useme) return;
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@ -1421,7 +1421,7 @@ class GLDefsParser
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if (lumpnum != -1)
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{
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if (iwad && fileSystem.GetFileContainer(lumpnum) <= fileSystem.GetMaxIwadNum()) useme = true;
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if (iwad && fileSystem.GetFileContainer(lumpnum) <= fileSystem.GetMaxBaseNum()) useme = true;
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if (thiswad && fileSystem.GetFileContainer(lumpnum) == fileSystem.GetFileContainer(workingLump)) useme = true;
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}
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if (!useme) return;
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@ -344,7 +344,7 @@ void R_InitSpriteDefs ()
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}
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// Repeat, for voxels
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vmax = fileSystem.GetNumEntries();
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vmax = fileSystem.GetFileCount();
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TArray<VHasher> vhashes(vmax, true);
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memset(vhashes.Data(), -1, sizeof(VHasher)*vmax);
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for (i = 0; i < vmax; ++i)
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@ -588,7 +588,7 @@ void R_InitSkins (void)
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{
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// The player sprite has 23 frames. This means that the S_SKIN
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// marker needs a minimum of 23 lumps after it.
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if (base >= fileSystem.GetNumEntries() - 23 || base == -1)
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if (base >= fileSystem.GetFileCount() - 23 || base == -1)
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continue;
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i++;
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