- Roll back filesystem changes. These were causing instabilities in the master branch that were interfering with development.
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786bfa6419
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f3b0c3ac5e
90 changed files with 1349 additions and 1582 deletions
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@ -344,12 +344,12 @@ void R_InitSpriteDefs ()
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}
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// Repeat, for voxels
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vmax = fileSystem.GetFileCount();
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vmax = fileSystem.GetNumEntries();
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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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{
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if (fileSystem.GetFileNamespace(i) == ns_voxels)
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if (fileSystem.GetFileNamespace(i) == FileSys::ns_voxels)
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{
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size_t namelen;
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int spin;
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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.GetFileCount() - 23 || base == -1)
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if (base >= fileSystem.GetNumEntries() - 23 || base == -1)
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continue;
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i++;
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@ -715,7 +715,7 @@ void R_InitSkins (void)
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int lump = fileSystem.CheckNumForName (sc.String, Skins[i].namespc);
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if (lump == -1)
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{
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lump = fileSystem.CheckNumForAnyName (sc.String, ns_sounds);
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lump = fileSystem.CheckNumForFullName (sc.String, true, FileSys::ns_sounds);
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}
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if (lump != -1)
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{
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@ -748,7 +748,7 @@ void R_InitSkins (void)
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sndlumps[j] = fileSystem.CheckNumForName (sc.String, Skins[i].namespc);
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if (sndlumps[j] == -1)
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{ // Replacement not found, try finding it in the global namespace
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sndlumps[j] = fileSystem.CheckNumForAnyName (sc.String, ns_sounds);
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sndlumps[j] = fileSystem.CheckNumForFullName (sc.String, true, FileSys::ns_sounds);
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}
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}
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}
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@ -946,7 +946,7 @@ CCMD (skins)
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static void R_CreateSkinTranslation (const char *palname)
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{
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auto lump = fileSystem.ReadFile (fileSystem.GetNumForName(palname));
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auto lump = fileSystem.ReadFile (palname);
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auto otherPal = lump.bytes();
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for (int i = 0; i < 256; ++i)
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@ -1016,7 +1016,7 @@ void R_InitSprites ()
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Skins[i].range0end = basetype->IntVar(NAME_ColorRangeEnd);
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Skins[i].Scale = basetype->Scale;
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Skins[i].sprite = basetype->SpawnState->sprite;
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Skins[i].namespc = ns_global;
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Skins[i].namespc = FileSys::ns_global;
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PlayerClasses[i].Skins.Push (i);
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