- Blood: Re-organise QAVInterpProps struct so that when statically declaring forcedinterpdata, only the required value needs passing.

This commit is contained in:
Mitchell Richters 2021-08-24 10:06:54 +10:00
parent 542f005565
commit b1fa923f02

View file

@ -49,8 +49,8 @@ using QAVPrevTileFinder = TILE_FRAME* (*)(FRAMEINFO* const thisFrame, FRAMEINFO*
struct QAVInterpProps
{
int flags;
QAVPrevTileFinder PrevTileFinder;
int flags;
TMap<int, TArray<int>> IgnoreData;
bool CanInterpFrameTile(const int& nFrame, const int& i)
@ -108,7 +108,7 @@ bool GameInterface::IsQAVInterpTypeValid(const FString& type)
void GameInterface::AddQAVInterpProps(const int& res_id, const FString& interptype, const bool& loopable, const TMap<int, TArray<int>>& ignoredata)
{
qavInterpProps.Insert(res_id, { loopable ? kQAVIsLoopable : 0, qavGetInterpType(interptype), ignoredata });
qavInterpProps.Insert(res_id, { qavGetInterpType(interptype), loopable ? kQAVIsLoopable : 0, ignoredata });
}
void GameInterface::RemoveQAVInterpProps(const int& res_id)
@ -156,7 +156,7 @@ void DrawFrame(double x, double y, double z, double a, TILE_FRAME *pTile, int st
}
static QAVInterpProps forcedinterpdata{ 0, qavGetInterpType("picnum") };
static QAVInterpProps forcedinterpdata{qavGetInterpType("picnum")};
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const smoothratio)
{