- eliminated all cases of calling DrawTexture with an FTexture.
Everything uses FGameTexture now.
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c7db5b932e
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d9928b51a8
13 changed files with 68 additions and 71 deletions
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@ -138,7 +138,7 @@ class DInterBackground : public DObject
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int period; // period in tics between animations
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yahpt_t loc; // location of animation
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int data; // ALWAYS: n/a, RANDOM: period deviation (<256)
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TArray<FTexture*> frames; // actual graphics for frames of animations
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TArray<FGameTexture*> frames; // actual graphics for frames of animations
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// following must be initialized to zero before use!
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int nexttic; // next value of bcnt (used in conjunction with period)
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@ -161,9 +161,9 @@ private:
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TArray<lnode_t> lnodes;
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TArray<in_anim_t> anims;
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int bcnt = 0; // used for timing of background animation
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TArray<FTexture *> yah; // You Are Here graphic
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FTexture* splat = nullptr; // splat
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FTexture *background = nullptr;
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TArray<FGameTexture *> yah; // You Are Here graphic
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FGameTexture* splat = nullptr; // splat
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FGameTexture *background = nullptr;
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wbstartstruct_t *wbs;
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level_info_t *exitlevel;
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@ -208,15 +208,15 @@ private:
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//
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//====================================================================
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void drawOnLnode(int n, FTexture * c[], int numc)
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void drawOnLnode(int n, FGameTexture * c[], int numc)
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{
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int i;
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for (i = 0; i<numc; i++)
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{
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int left;
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int top;
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int right;
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int bottom;
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double left;
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double top;
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double right;
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double bottom;
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right = c[i]->GetDisplayWidth();
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@ -387,13 +387,13 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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case 1: // Splat
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sc.MustGetString();
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splat = TexMan.GetTextureByName(sc.String);
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splat = TexMan.GetGameTextureByName(sc.String);
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break;
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case 2: // Pointers
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while (sc.GetString() && !sc.Crossed)
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{
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yah.Push(TexMan.GetTextureByName(sc.String));
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yah.Push(TexMan.GetGameTextureByName(sc.String));
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}
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if (sc.Crossed)
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sc.UnGet();
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@ -485,14 +485,14 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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if (!sc.CheckString("{"))
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{
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sc.MustGetString();
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an.frames.Push(TexMan.GetTextureByName(sc.String));
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an.frames.Push(TexMan.GetGameTextureByName(sc.String));
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}
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else
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{
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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an.frames.Push(TexMan.GetTextureByName(sc.String));
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an.frames.Push(TexMan.GetGameTextureByName(sc.String));
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}
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}
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an.ctr = -1;
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@ -507,7 +507,7 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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an.loc.y = sc.Number;
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sc.MustGetString();
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an.frames.Reserve(1); // allocate exactly one element
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an.frames[0] = TexMan.GetTextureByName(sc.String);
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an.frames[0] = TexMan.GetGameTextureByName(sc.String);
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anims.Push(an);
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break;
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@ -523,7 +523,7 @@ bool DInterBackground::LoadBackground(bool isenterpic)
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texture = TexMan.GetTextureID("INTERPIC", ETextureType::MiscPatch);
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}
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}
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background = TexMan.GetTexture(texture);
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background = TexMan.GetGameTexture(texture);
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return noautostartmap;
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}
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@ -598,8 +598,8 @@ void DInterBackground::drawBackground(int state, bool drawsplat, bool snl_pointe
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// scale all animations below to fit the size of the base pic
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// The base pic is always scaled to fit the screen so this allows
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// placing the animations precisely where they belong on the base pic
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animwidth = background->GetDisplayWidthDouble();
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animheight = background->GetDisplayHeightDouble();
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animwidth = background->GetDisplayWidth();
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animheight = background->GetDisplayHeight();
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DrawTexture(twod, background, 0, 0, DTA_Fullscreen, true, TAG_DONE);
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}
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else
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