- Roll back filesystem changes. These were causing instabilities in the master branch that were interfering with development.

This commit is contained in:
Rachael Alexanderson 2025-01-03 09:02:12 -05:00
commit f3b0c3ac5e
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GPG key ID: 26A8ACCE97115EE0
90 changed files with 1349 additions and 1582 deletions

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@ -344,12 +344,12 @@ void R_InitSpriteDefs ()
}
// Repeat, for voxels
vmax = fileSystem.GetFileCount();
vmax = fileSystem.GetNumEntries();
TArray<VHasher> vhashes(vmax, true);
memset(vhashes.Data(), -1, sizeof(VHasher)*vmax);
for (i = 0; i < vmax; ++i)
{
if (fileSystem.GetFileNamespace(i) == ns_voxels)
if (fileSystem.GetFileNamespace(i) == FileSys::ns_voxels)
{
size_t namelen;
int spin;
@ -588,7 +588,7 @@ void R_InitSkins (void)
{
// The player sprite has 23 frames. This means that the S_SKIN
// marker needs a minimum of 23 lumps after it.
if (base >= fileSystem.GetFileCount() - 23 || base == -1)
if (base >= fileSystem.GetNumEntries() - 23 || base == -1)
continue;
i++;
@ -715,7 +715,7 @@ void R_InitSkins (void)
int lump = fileSystem.CheckNumForName (sc.String, Skins[i].namespc);
if (lump == -1)
{
lump = fileSystem.CheckNumForAnyName (sc.String, ns_sounds);
lump = fileSystem.CheckNumForFullName (sc.String, true, FileSys::ns_sounds);
}
if (lump != -1)
{
@ -748,7 +748,7 @@ void R_InitSkins (void)
sndlumps[j] = fileSystem.CheckNumForName (sc.String, Skins[i].namespc);
if (sndlumps[j] == -1)
{ // Replacement not found, try finding it in the global namespace
sndlumps[j] = fileSystem.CheckNumForAnyName (sc.String, ns_sounds);
sndlumps[j] = fileSystem.CheckNumForFullName (sc.String, true, FileSys::ns_sounds);
}
}
}
@ -946,7 +946,7 @@ CCMD (skins)
static void R_CreateSkinTranslation (const char *palname)
{
auto lump = fileSystem.ReadFile (fileSystem.GetNumForName(palname));
auto lump = fileSystem.ReadFile (palname);
auto otherPal = lump.bytes();
for (int i = 0; i < 256; ++i)
@ -1016,7 +1016,7 @@ void R_InitSprites ()
Skins[i].range0end = basetype->IntVar(NAME_ColorRangeEnd);
Skins[i].Scale = basetype->Scale;
Skins[i].sprite = basetype->SpawnState->sprite;
Skins[i].namespc = ns_global;
Skins[i].namespc = FileSys::ns_global;
PlayerClasses[i].Skins.Push (i);