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- Exhumed: Remove sequence post-processing since range checks from c039882dcc
handle this.
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parent
23a557a361
commit
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1 changed files with 0 additions and 29 deletions
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@ -137,32 +137,6 @@ TArray<Seq>* getFileSeqs(const FName nSeqFile)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void fixSeqs()
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{
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// Seq file "skulstrt" has one sprite face with 20 frames instead of 24.
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if (const auto skulstrt = FileSeqMap.CheckKey("skulstrt"))
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{
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// Get 5th sequence with missing frames.
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if (const auto seq = skulstrt->Data(4))
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{
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// Store last frame.
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const auto lastframe = seq->frames.Last();
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// Repeat last frame another four times.
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for (unsigned i = 20; i < 24; i++)
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{
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seq->frames.Push(lastframe);
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static int addSeq(const char *seqName)
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static int addSeq(const char *seqName)
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{
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{
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const FStringf seqfilename("%s.seq", seqName);
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const FStringf seqfilename("%s.seq", seqName);
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@ -336,9 +310,6 @@ void seq_LoadSequences()
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}
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}
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}
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}
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// Perform sequence post-processing for where original assets are malformed.
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fixSeqs();
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nShadowPic = getSequence("shadow")->getFirstFrameTexture();
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nShadowPic = getSequence("shadow")->getFirstFrameTexture();
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nShadowWidth = (int16_t)TexMan.GetGameTexture(nShadowPic)->GetDisplayWidth();
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nShadowWidth = (int16_t)TexMan.GetGameTexture(nShadowPic)->GetDisplayWidth();
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