- handle Build tiles via explicit callback to the init function.

This commit is contained in:
Christoph Oelckers 2022-10-02 16:54:43 +02:00
commit f63d4d8a12
3 changed files with 6 additions and 6 deletions

View file

@ -1183,7 +1183,6 @@ void FTextureManager::AddLocalizedVariants()
//
//==========================================================================
FGameTexture *CreateShaderTexture(bool, bool);
void InitBuildTiles();
FImageSource* CreateEmptyTexture();
void FTextureManager::Init()
@ -1213,7 +1212,7 @@ void FTextureManager::Init()
AddGameTexture(mt);
}
void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&), void (*customtexturehandler)())
{
progressFunc = progressFunc_;
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
@ -1229,9 +1228,9 @@ void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)
build.ResolveAllPatches();
// Add one marker so that the last WAD is easier to handle and treat
// Build tiles as a completely separate block.
// custom textures as a completely separate block.
FirstTextureForFile.Push(Textures.Size());
InitBuildTiles ();
if (customtexturehandler) customtexturehandler();
FirstTextureForFile.Push(Textures.Size());
DefaultTexture = CheckForTexture ("-NOFLAT-", ETextureType::Override, 0);