#pragma once #include #include "textures.h" #include "image.h" #include "i_time.h" #include "intvec.h" #include "name.h" #include "tiletexture.h" #include "maptypes.h" #include "texinfo.h" #include "texturemanager.h" // all that's left here is the wrappers that need to go away. inline const FTextureID spritetypebase::spritetexture() const { return tileGetTextureID(picnum); } inline void spritetypebase::setspritetexture(FTextureID tex) { picnum = legacyTileNum(tex); } //[[deprecated]] inline FGameTexture* tileGetTexture(int tile, bool animate = false) { auto texid = tileGetTextureID(tile); if (animate) tileUpdatePicnum(texid); return TexMan.GetGameTexture(texid); }