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- create named texture copies for 'tilefromtexture' replacements.
We want to be able later to find them in the texture manager again.
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2 changed files with 7 additions and 0 deletions
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@ -619,6 +619,9 @@ int tileImportFromTexture(const char* fn, int tilenum, int alphacut, int istextu
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if (xsiz <= 0 || ysiz <= 0)
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if (xsiz <= 0 || ysiz <= 0)
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return -2;
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return -2;
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// create a new game texture here - we want to give it a new name!
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tex = MakeGameTexture(tex->GetTexture(), FStringf("#%05d", tilenum), ETextureType::Override);
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TexMan.AddGameTexture(tex);
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TileFiles.tiledata[tilenum].backup = TileFiles.tiledata[tilenum].texture = tex;
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TileFiles.tiledata[tilenum].backup = TileFiles.tiledata[tilenum].texture = tex;
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if (istexture)
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if (istexture)
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tileSetHightileReplacement(tilenum, 0, fn, (float)(255 - alphacut) * (1.f / 255.f), 1.0f, 1.0f, 1.0, 1.0, 0);
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tileSetHightileReplacement(tilenum, 0, fn, (float)(255 - alphacut) * (1.f / 255.f), 1.0f, 1.0f, 1.0, 1.0, 0);
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@ -408,6 +408,10 @@ void GameInterface::UpdateSounds(void)
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int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags)
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int S_PlaySound3D(int sndnum, int spriteNum, const vec3_t* pos, int channel, EChanFlags flags)
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{
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{
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if (sndnum == GENERIC_AMBIENCE1 || sndnum == DUMPSTER_MOVE)
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{
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int a = 0;
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}
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auto const pl = &ps[myconnectindex];
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auto const pl = &ps[myconnectindex];
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if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || !playrunning() ||
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if (!soundEngine->isValidSoundId(sndnum+1) || !SoundEnabled() || (unsigned)spriteNum >= MAXSPRITES || !playrunning() ||
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(pl->timebeforeexit > 0 && pl->timebeforeexit <= REALGAMETICSPERSEC * 3)) return -1;
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(pl->timebeforeexit > 0 && pl->timebeforeexit <= REALGAMETICSPERSEC * 3)) return -1;
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