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- connecting the dots for Blood's special tile features.
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4 changed files with 11 additions and 9 deletions
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@ -98,6 +98,7 @@ struct GameInterface : ::GameInterface
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void NextLevel(MapRecord* map, int skill) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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bool DrawAutomapPlayer(int x, int y, int z, int a) override;
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void SetTileProps(int til, int surf, int vox, int shade) override;
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GameStats getStats() override;
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};
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@ -128,4 +128,11 @@ char tileGetSurfType(int hit)
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return 0;
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}
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void GameInterface::SetTileProps(int tile, int surf, int vox, int shade)
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{
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if (surf != INT_MAX) surfType[tile] = surf;
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if (vox != INT_MAX) voxelIndex[tile] = vox;
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if (shade != INT_MAX) tileShade[tile] = shade;
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}
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END_BLD_NS
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@ -107,6 +107,7 @@ struct GameInterface
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virtual void NewGame(MapRecord* map, int skill) {}
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virtual void LevelCompleted(MapRecord* map, int skill) {}
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virtual bool DrawAutomapPlayer(int x, int y, int z, int a) { return false; }
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virtual void SetTileProps(int tile, int surf, int vox, int shade) {}
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virtual FString statFPS()
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{
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@ -46,6 +46,7 @@
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#include "texturemanager.h"
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#include "c_dispatch.h"
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#include "sc_man.h"
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#include "gamestruct.h"
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enum
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{
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@ -1099,15 +1100,7 @@ void tileImport(FScriptPosition& pos, TileImport& imp)
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pos.Message(MSG_DEBUGMSG, "Size mismatch for tile %d", imp.tile);
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return;
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}
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#if 0
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// fixme - forward to the game code. These are Blood specific.
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if (imp.havesurface)
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;// gi->SetSurfType(tile, surface);
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if (imp.havevox)
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;// gi->SetVoxel(tile, vox);
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if (imp.haveshade)
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;// gi->SetShade(tile, shade);
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#endif
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gi->SetTileProps(imp.tile, imp.surface, imp.vox, imp.shade);
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if (imp.fn.IsNotEmpty() && tileImportFromTexture(imp.fn, imp.tile, imp.alphacut, imp.istexture) < 0) return;
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