- rewrote the tile pixel cache to work on texture IDs instead of tile IDs.

This allows using the related checking features with other textures as well.
This commit is contained in:
Christoph Oelckers 2022-12-06 18:30:57 +01:00
parent 8b0e86e88b
commit 0869497ecb
15 changed files with 179 additions and 187 deletions

View file

@ -123,6 +123,22 @@ bool ValidateTilenum(const char* cmd, int tile, FScriptPosition pos)
//
//===========================================================================
struct TileImport
{
FString fn;
int tile = -1;
int alphacut = 128, flags = 0;
int haveextra = 0;
int xoffset = INT_MAX, yoffset = INT_MAX;
int istexture = 0, extra = INT_MAX;
int64_t crc32 = INT64_MAX;
int sizex = INT_MAX, sizey;
// Blood extensions
int surface = INT_MAX, vox = INT_MAX, shade = INT_MAX;
};
void processTileImport(const char* cmd, FScriptPosition& pos, TileImport& imp)
{
if (!ValidateTilenum(cmd, imp.tile, pos))
@ -167,6 +183,11 @@ void processTileImport(const char* cmd, FScriptPosition& pos, TileImport& imp)
//
//===========================================================================
struct SetAnim
{
int tile1, tile2, speed, type;
};
void processSetAnim(const char* cmd, FScriptPosition& pos, SetAnim& imp)
{
if (!ValidateTilenum(cmd, imp.tile1, pos) ||