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- added spriteSet property to DukeActor
The idea here is to abstract picnum manipulation. Since all this is strongly index based it translates poorly to a system with named textures. This allows a class to define a set of sprite images it intends to operate on as if it was still a simple indexed resource, even if the underlying storage changes.
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2 changed files with 15 additions and 0 deletions
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@ -36,6 +36,7 @@ enum EDefaultFlags
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struct FActorInfo
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{
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TArray<FInternalLightAssociation *> LightAssociations;
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TArray<int> SpriteSet;
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PClassActor *Replacement = nullptr;
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PClassActor *Replacee = nullptr;
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int TypeNum = -1;
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@ -42,6 +42,7 @@ Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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#include "razefont.h"
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#include "psky.h"
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#include "vm.h"
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#include "thingdef.h"
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BEGIN_DUKE_NS
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@ -426,4 +427,17 @@ DEFINE_FIELD(DDukeActor, flags1)
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DEFINE_FIELD(DDukeActor, flags2)
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DEFINE_GLOBAL_UNSIZED(dlevel)
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//==========================================================================
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//
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//==========================================================================
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DEFINE_PROPERTY(spriteset, Ssssssssssssssssssss, DukeActor)
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{
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for (int i = 0; i < PROP_PARM_COUNT; ++i)
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{
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PROP_STRING_PARM(n, i);
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bag.Info->ActorInfo()->SpriteSet.Push(TileFiles.tileForName(n));
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}
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}
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END_DUKE_NS
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