- Exhumed: Remove sequence post-processing since range checks from c039882dcc handle this.

This commit is contained in:
Mitchell Richters 2023-11-06 08:06:17 +11:00
parent 6f7a07dca1
commit 5d68927e21

View file

@ -137,32 +137,6 @@ TArray<Seq>* getFileSeqs(const FName nSeqFile)
//
//---------------------------------------------------------------------------
static void fixSeqs()
{
// Seq file "skulstrt" has one sprite face with 20 frames instead of 24.
if (const auto skulstrt = FileSeqMap.CheckKey("skulstrt"))
{
// Get 5th sequence with missing frames.
if (const auto seq = skulstrt->Data(4))
{
// Store last frame.
const auto lastframe = seq->frames.Last();
// Repeat last frame another four times.
for (unsigned i = 20; i < 24; i++)
{
seq->frames.Push(lastframe);
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int addSeq(const char *seqName)
{
const FStringf seqfilename("%s.seq", seqName);
@ -336,9 +310,6 @@ void seq_LoadSequences()
}
}
// Perform sequence post-processing for where original assets are malformed.
fixSeqs();
nShadowPic = getSequence("shadow")->getFirstFrameTexture();
nShadowWidth = (int16_t)TexMan.GetGameTexture(nShadowPic)->GetDisplayWidth();