- put the entire filesystem code into a namespace and created some subdirectories.
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94c9ee4593
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108 changed files with 308 additions and 225 deletions
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@ -54,6 +54,8 @@
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#include "s_music.h"
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#include "texturemanager.h"
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using namespace FileSys;
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static FRandom pr_script("FScript");
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// functions. FParser::SF_ means Script Function not, well.. heh, me
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@ -1930,7 +1930,7 @@ void FBehaviorContainer::LoadDefaultModules ()
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FScanner sc(lump);
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while (sc.GetString())
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{
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int acslump = fileSystem.CheckNumForName (sc.String, ns_acslibrary);
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int acslump = fileSystem.CheckNumForName (sc.String, FileSys::ns_acslibrary);
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if (acslump >= 0)
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{
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LoadModule (acslump);
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@ -2567,7 +2567,7 @@ bool FBehavior::Init(FLevelLocals *Level, int lumpnum, FileReader * fr, int len,
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if (parse[i])
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{
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FBehavior *module = NULL;
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int lump = fileSystem.CheckNumForName (&parse[i], ns_acslibrary);
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int lump = fileSystem.CheckNumForName (&parse[i], FileSys::ns_acslibrary);
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if (lump < 0)
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{
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Printf (TEXTCOLOR_RED "Could not find ACS library %s.\n", &parse[i]);
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@ -38,12 +38,12 @@
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#include "doomtype.h"
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#include "dthinker.h"
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#include "engineerrors.h"
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#include "files.h"
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#define LOCAL_SIZE 20
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#define NUM_MAPVARS 128
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class FFont;
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class FileReader;
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struct line_t;
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class FSerializer;
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@ -828,16 +828,16 @@ static int SetupCrouchSprite(AActor *self, int crouchsprite)
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FString normspritename = sprites[self->SpawnState->sprite].name;
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FString crouchspritename = sprites[crouchsprite].name;
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int spritenorm = fileSystem.CheckNumForName(normspritename + "A1", ns_sprites);
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int spritenorm = fileSystem.CheckNumForName(normspritename + "A1", FileSys::ns_sprites);
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if (spritenorm == -1)
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{
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spritenorm = fileSystem.CheckNumForName(normspritename + "A0", ns_sprites);
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spritenorm = fileSystem.CheckNumForName(normspritename + "A0", FileSys::ns_sprites);
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}
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int spritecrouch = fileSystem.CheckNumForName(crouchspritename + "A1", ns_sprites);
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int spritecrouch = fileSystem.CheckNumForName(crouchspritename + "A1", FileSys::ns_sprites);
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if (spritecrouch == -1)
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{
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spritecrouch = fileSystem.CheckNumForName(crouchspritename + "A0", ns_sprites);
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spritecrouch = fileSystem.CheckNumForName(crouchspritename + "A0", FileSys::ns_sprites);
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}
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if (spritenorm == -1 || spritecrouch == -1)
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