- moved the handling for paletted replacements into the texture manager.
This is something the texture should not concern itself with.
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18760d6622
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4 changed files with 31 additions and 27 deletions
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@ -612,18 +612,10 @@ CUSTOM_CVAR(Bool, vid_nopalsubstitutions, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
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R_InitSkyMap();
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}
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static FGameTexture* PalCheck(FGameTexture* tex)
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{
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// In any true color mode this shouldn't do anything.
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if (vid_nopalsubstitutions || V_IsTrueColor() || tex == nullptr) return tex;
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auto palvers = tex->GetPalVersion();
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if (palvers) return palvers;
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return tex;
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}
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FSoftwareTexture* GetPalettedSWTexture(FTextureID texid, bool animate, FLevelLocals *checkcompat, bool allownull, bool frontsky)
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{
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auto tex = PalCheck(TexMan.GetGameTexture(texid, true));
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bool needpal = !vid_nopalsubstitutions && !V_IsTrueColor();
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auto tex = TexMan.GetPalettedTexture(texid, true, needpal);
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if (tex == nullptr || (!allownull && !tex->isValid())) return nullptr;
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if (frontsky)
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{
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