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- Fixed: Blood's sprite rotations were broken.
SVN r2228 (trunk)
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parent
9d8a9bc981
commit
226a513e6e
3 changed files with 14 additions and 12 deletions
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@ -158,7 +158,7 @@ const BYTE *FBuildTexture::GetColumn (unsigned int column, const Span **spans_ou
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//
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//===========================================================================
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static void AddTiles (void *tiles)
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void AddTiles (void *tiles)
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{
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// int numtiles = LittleLong(((DWORD *)tiles)[1]); // This value is not reliable
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int tilestart = LittleLong(((DWORD *)tiles)[2]);
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@ -224,29 +224,29 @@ static void AddTiles (void *tiles)
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if (rotType == 1)
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{
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spriteframe_t rot;
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rot.Texture[0] = texnum;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 4; ++j)
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{
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rot.Texture[j*2] = texnum + j;
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rot.Texture[j*2+1] = texnum + j;
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rot.Texture[16-j*2] = texnum + j;
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rot.Texture[17-j*2] = texnum + j;
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rot.Texture[j*2] =
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rot.Texture[j*2+1] =
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Texture[8] = texnum + 4;
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rot.Texture[9] = texnum + 4;
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rot.Texture[8] =
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rot.Texture[9] = texnum.GetIndex() + 4;
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rot.Flip = 0x00FC;
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tex->Rotations = SpriteFrames.Push (rot);
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}
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else if (rotType == 2)
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{
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spriteframe_t rot;
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rot.Texture[0] = texnum;
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rot.Texture[0] =
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rot.Texture[1] = texnum;
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for (int j = 1; j < 8; ++j)
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{
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rot.Texture[16-j*2] = texnum + j;
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rot.Texture[17-j*2] = texnum + j;
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rot.Texture[16-j*2] =
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rot.Texture[17-j*2] = texnum.GetIndex() + j;
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}
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rot.Flip = 0;
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tex->Rotations = SpriteFrames.Push (rot);
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@ -1005,7 +1005,7 @@ FArchive &operator<< (FArchive &arc, FTextureID &tex)
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//==========================================================================
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//
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// FTextureID::operator+
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// Does not return incvalid texture IDs
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// Does not return invalid texture IDs
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//
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//==========================================================================
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@ -41,6 +41,8 @@ protected:
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FTextureID(int num) { texnum = num; }
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private:
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int texnum;
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friend void AddTiles (void *tiles);
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};
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class FNullTextureID : public FTextureID
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