- put the entire filesystem code into a namespace and created some subdirectories.
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94c9ee4593
commit
ebb71cebf1
108 changed files with 308 additions and 225 deletions
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@ -103,7 +103,7 @@ FAnmTexture::FAnmTexture (int lumpnum, int w, int h)
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void FAnmTexture::ReadFrame(uint8_t *pixels, uint8_t *palette)
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{
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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auto source = lump.GetBytes();
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anim_t anim;
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@ -92,7 +92,7 @@ FAutomapTexture::FAutomapTexture (int lumpnum)
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PalettedPixels FAutomapTexture::CreatePalettedPixels(int conversion)
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{
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int x, y;
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FileData data = fileSystem.ReadFile (SourceLump);
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auto data = fileSystem.ReadFile (SourceLump);
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auto indata = data.GetBytes();
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PalettedPixels Pixels(Width * Height);
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@ -120,7 +120,7 @@ FIMGZTexture::FIMGZTexture (int lumpnum, uint16_t w, uint16_t h, int16_t l, int1
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PalettedPixels FIMGZTexture::CreatePalettedPixels(int conversion)
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{
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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auto imgz = (const ImageHeader *)lump.GetMem();
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const uint8_t *data = (const uint8_t *)&imgz[1];
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@ -174,7 +174,7 @@ PalettedPixels FPatchTexture::CreatePalettedPixels(int conversion)
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const column_t *maxcol;
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int x;
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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const patch_t *patch = (const patch_t *)lump.GetMem();
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maxcol = (const column_t *)((const uint8_t *)patch + fileSystem.FileLength (SourceLump) - 3);
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@ -284,7 +284,7 @@ void FPatchTexture::DetectBadPatches ()
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// Check if this patch is likely to be a problem.
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// It must be 256 pixels tall, and all its columns must have exactly
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// one post, where each post has a supposed length of 0.
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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const patch_t *realpatch = (patch_t *)lump.GetMem();
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const uint32_t *cofs = realpatch->columnofs;
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int x, x2 = LittleShort(realpatch->width);
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@ -172,7 +172,7 @@ FRawPageTexture::FRawPageTexture (int lumpnum)
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PalettedPixels FRawPageTexture::CreatePalettedPixels(int conversion)
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{
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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auto source = lump.GetBytes();
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const uint8_t *source_p = source;
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uint8_t *dest_p;
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@ -204,8 +204,8 @@ int FRawPageTexture::CopyPixels(FBitmap *bmp, int conversion)
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if (mPaletteLump < 0) return FImageSource::CopyPixels(bmp, conversion);
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else
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{
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FileData lump = fileSystem.ReadFile(SourceLump);
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FileData plump = fileSystem.ReadFile(mPaletteLump);
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auto lump = fileSystem.ReadFile(SourceLump);
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auto plump = fileSystem.ReadFile(mPaletteLump);
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auto source = lump.GetBytes();
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auto psource = plump.GetBytes();
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PalEntry paldata[256];
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@ -164,7 +164,7 @@ FStartupTexture::FStartupTexture (int lumpnum)
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Height = 480;
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bUseGamePalette = false;
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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auto source = lump.GetBytes();
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// Initialize the bitmap palette.
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@ -233,7 +233,7 @@ void PlanarToChunky(T* dest, const uint8_t* src, const T* remap, int width, int
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PalettedPixels FStartupTexture::CreatePalettedPixels(int conversion)
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{
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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auto source = lump.GetBytes();
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const uint8_t *remap = ImageHelpers::GetRemap(conversion == luminance);
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@ -253,7 +253,7 @@ PalettedPixels FStartupTexture::CreatePalettedPixels(int conversion)
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int FStartupTexture::CopyPixels(FBitmap *bmp, int conversion)
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{
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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auto source = lump.GetBytes();
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PlanarToChunky((uint32_t*)bmp->GetPixels(), source + 48, startuppalette32, Width, Height);
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return 0;
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@ -281,7 +281,7 @@ FNotchTexture::FNotchTexture (int lumpnum, int width, int height)
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PalettedPixels FNotchTexture::CreatePalettedPixels(int conversion)
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{
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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auto source = lump.GetBytes();
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const uint8_t *remap = ImageHelpers::GetRemap(conversion == luminance);
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@ -304,7 +304,7 @@ PalettedPixels FNotchTexture::CreatePalettedPixels(int conversion)
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int FNotchTexture::CopyPixels(FBitmap *bmp, int conversion)
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{
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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auto source = lump.GetBytes();
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auto Work = (uint32_t*)bmp->GetPixels();
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@ -338,7 +338,7 @@ FStrifeStartupTexture::FStrifeStartupTexture (int lumpnum, int w, int h)
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PalettedPixels FStrifeStartupTexture::CreatePalettedPixels(int conversion)
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{
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FileData lump = fileSystem.ReadFile (SourceLump);
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auto lump = fileSystem.ReadFile (SourceLump);
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auto source = lump.GetBytes();
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PalettedPixels Pixels(Width*Height);
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const uint8_t *remap = ImageHelpers::GetRemap(conversion == luminance);
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@ -182,7 +182,7 @@ void FGameTexture::AddAutoMaterials()
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if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
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{
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FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
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auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
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auto lump = fileSystem.CheckNumForFullName(lookup, false, FileSys::ns_global, true);
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if (lump != -1)
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{
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auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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@ -199,7 +199,7 @@ void FGameTexture::AddAutoMaterials()
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if (!this->Layers || this->Layers.get()->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
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{
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FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
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auto lump = fileSystem.CheckNumForFullName(lookup, false, ns_global, true);
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auto lump = fileSystem.CheckNumForFullName(lookup, false, FileSys::ns_global, true);
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if (lump != -1)
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{
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auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileFullName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
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@ -47,7 +47,6 @@ enum ESSType
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SS_BGRA
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};
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class FileWriter;
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// PNG Writing --------------------------------------------------------------
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// Start writing an 8-bit palettized PNG file.
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@ -82,13 +81,13 @@ struct PNGHandle
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uint32_t Size;
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};
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FileReader File;
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FileSys::FileReader File;
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bool bDeleteFilePtr;
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TArray<Chunk> Chunks;
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TArray<char *> TextChunks;
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unsigned int ChunkPt;
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PNGHandle(FileReader &file);
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PNGHandle(FileSys::FileReader &file);
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~PNGHandle();
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};
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@ -96,7 +95,7 @@ struct PNGHandle
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// the signature, but also checking for the IEND chunk. CRC checking of
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// each chunk is not done. If it is valid, you get a PNGHandle to pass to
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// the following functions.
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PNGHandle *M_VerifyPNG (FileReader &file);
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PNGHandle *M_VerifyPNG (FileSys::FileReader &file);
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// Finds a chunk in a PNG file. The file pointer will be positioned at the
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// beginning of the chunk data, and its length will be returned. A return
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@ -115,7 +114,7 @@ bool M_GetPNGText (PNGHandle *png, const char *keyword, char *buffer, size_t buf
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// The file must be positioned at the start of the first IDAT. It reads
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// image data into the provided buffer. Returns true on success.
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bool M_ReadIDAT (FileReader &file, uint8_t *buffer, int width, int height, int pitch,
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bool M_ReadIDAT (FileSys::FileReader &file, uint8_t *buffer, int width, int height, int pitch,
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uint8_t bitdepth, uint8_t colortype, uint8_t interlace, unsigned int idatlen);
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@ -397,12 +397,12 @@ void FMultipatchTextureBuilder::AddTexturesLumps(int lump1, int lump2, int patch
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if (lump1 >= 0)
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{
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FileData texdir = fileSystem.ReadFile(lump1);
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auto texdir = fileSystem.ReadFile(lump1);
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AddTexturesLump(texdir.GetMem(), fileSystem.FileLength(lump1), lump1, patcheslump, firstdup, true);
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}
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if (lump2 >= 0)
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{
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FileData texdir = fileSystem.ReadFile(lump2);
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auto texdir = fileSystem.ReadFile(lump2);
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AddTexturesLump(texdir.GetMem(), fileSystem.FileLength(lump2), lump2, patcheslump, firstdup, false);
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}
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}
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@ -50,6 +50,7 @@
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#include "basics.h"
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#include "cmdlib.h"
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using namespace FileSys;
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FTextureManager TexMan;
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