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- added a temporary workaround for image-based tile replacements.
The texture management is not ready yet to seamlessly handle these textures so for now they always need to be installed as hightile replacements.
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1 changed files with 7 additions and 5 deletions
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@ -425,11 +425,13 @@ int tileImportFromTexture(const char* fn, int tilenum, int alphacut, int istextu
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if (xsiz <= 0 || ysiz <= 0)
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return -2;
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#if 0
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TileFiles.tiles[tilenum] = tex;
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#pragma message("tileImportFromTexture needs rework!") // Reminder so that this place isn't forgotten.
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//#if 0
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// Does this make any difference when the texture gets *properly* inserted into the tile array?
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if (istexture)
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hicsetsubsttex(tile, 0, fn, (float)(255 - alphacut) * (1.f / 255.f), 1.0f, 1.0f, 1.0, 1.0, 0);
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#endif
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//if (istexture)
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hicsetsubsttex(tilenum, 0, fn, (float)(255 - alphacut) * (1.f / 255.f), 1.0f, 1.0f, 1.0, 1.0, 0); // At the moment this is the only way to load the texture. The texture creation code is not ready yet for downconverting an image.
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//#endif
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return 0;
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}
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@ -573,7 +575,7 @@ bool tileLoad(int tileNum)
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tex->Create8BitPixels((uint8_t*)tex->CacheHandle);
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}
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return true;
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}
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}
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//==========================================================================
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