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- Fixed portability issue in ANIMATED with systems that treat char as unsigned.
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9f2b3efd13
commit
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1 changed files with 10 additions and 10 deletions
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@ -177,8 +177,8 @@ void FTextureManager::InitAnimated (void)
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{
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FMemLump animatedlump = Wads.ReadLump (lumpnum);
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int animatedlen = Wads.LumpLength(lumpnum);
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const char *animdefs = (const char *)animatedlump.GetMem();
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const char *anim_p;
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const BYTE *animdefs = (const BYTE *)animatedlump.GetMem();
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const BYTE *anim_p;
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FTextureID pic1, pic2;
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int animtype;
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DWORD animspeed;
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@ -186,7 +186,7 @@ void FTextureManager::InitAnimated (void)
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// Init animation
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animtype = FAnimDef::ANIM_Forward;
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for (anim_p = animdefs; *anim_p != -1; anim_p += 23)
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for (anim_p = animdefs; *anim_p != 0xFF; anim_p += 23)
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{
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// make sure the current chunk of data is inside the lump boundaries.
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if (anim_p + 22 >= animdefs + animatedlen)
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@ -196,8 +196,8 @@ void FTextureManager::InitAnimated (void)
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if (*anim_p /* .istexture */ & 1)
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{
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// different episode ?
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if (!(pic1 = CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Wall, texflags)).Exists() ||
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!(pic2 = CheckForTexture (anim_p + 1 /* .endname */, FTexture::TEX_Wall, texflags)).Exists())
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if (!(pic1 = CheckForTexture ((const char*)(anim_p + 10) /* .startname */, FTexture::TEX_Wall, texflags)).Exists() ||
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!(pic2 = CheckForTexture ((const char*)(anim_p + 1) /* .endname */, FTexture::TEX_Wall, texflags)).Exists())
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continue;
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// [RH] Bit 1 set means allow decals on walls with this texture
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@ -205,16 +205,16 @@ void FTextureManager::InitAnimated (void)
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}
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else
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{
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if (!(pic1 = CheckForTexture (anim_p + 10 /* .startname */, FTexture::TEX_Flat, texflags)).Exists() ||
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!(pic2 = CheckForTexture (anim_p + 1 /* .startname */, FTexture::TEX_Flat, texflags)).Exists())
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if (!(pic1 = CheckForTexture ((const char*)(anim_p + 10) /* .startname */, FTexture::TEX_Flat, texflags)).Exists() ||
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!(pic2 = CheckForTexture ((const char*)(anim_p + 1) /* .startname */, FTexture::TEX_Flat, texflags)).Exists())
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continue;
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}
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FTexture *tex1 = Texture(pic1);
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FTexture *tex2 = Texture(pic2);
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animspeed = (BYTE(anim_p[19]) << 0) | (BYTE(anim_p[20]) << 8) |
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(BYTE(anim_p[21]) << 16) | (BYTE(anim_p[22]) << 24);
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animspeed = (anim_p[19] << 0) | (anim_p[20] << 8) |
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(anim_p[21] << 16) | (anim_p[22] << 24);
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// SMMU-style swirly hack? Don't apply on already-warping texture
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if (animspeed > 65535 && tex1 != NULL && !tex1->bWarped)
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@ -242,7 +242,7 @@ void FTextureManager::InitAnimated (void)
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if (pic1 == pic2)
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{
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// This animation only has one frame. Skip it. (Doom aborted instead.)
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Printf ("Animation %s in ANIMATED has only one frame\n", anim_p + 10);
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Printf ("Animation %s in ANIMATED has only one frame\n", (const char*)(anim_p + 10));
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continue;
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}
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// [RH] Allow for backward animations as well as forward.
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