- handle Build tiles via explicit callback to the init function.
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8aaab153fa
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f63d4d8a12
3 changed files with 6 additions and 6 deletions
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@ -1183,7 +1183,6 @@ void FTextureManager::AddLocalizedVariants()
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//
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//==========================================================================
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FGameTexture *CreateShaderTexture(bool, bool);
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void InitBuildTiles();
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FImageSource* CreateEmptyTexture();
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void FTextureManager::Init()
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@ -1213,7 +1212,7 @@ void FTextureManager::Init()
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AddGameTexture(mt);
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}
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void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&))
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void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)(BuildInfo&), void (*customtexturehandler)())
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{
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progressFunc = progressFunc_;
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//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
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@ -1229,9 +1228,9 @@ void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)
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build.ResolveAllPatches();
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// Add one marker so that the last WAD is easier to handle and treat
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// Build tiles as a completely separate block.
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// custom textures as a completely separate block.
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FirstTextureForFile.Push(Textures.Size());
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InitBuildTiles ();
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if (customtexturehandler) customtexturehandler();
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FirstTextureForFile.Push(Textures.Size());
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DefaultTexture = CheckForTexture ("-NOFLAT-", ETextureType::Override, 0);
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