raze/source/games/exhumed/src/enginesubs.cpp
Christoph Oelckers 738c133d05 - animation precaching cleanup.
No need to handle animations on the,game side. markTileForPrecache already handles this - now also for oscillating animations.
2022-08-05 23:48:43 +02:00

70 lines
1.8 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "engine.h"
#include "precache.h"
//#include <io.h>
//#include <fcntl.h>
#include "gamecvars.h"
#include "gamecontrol.h"
// static int globhiz, globloz, globhihit, globlohit;
BEGIN_PS_NS
void resettiming()
{
lastTic = -1;
}
void precache()
{
if (!r_precache) return;
for (auto& sect: sector)
{
int j = sect.ceilingpicnum;
markTileForPrecache(j, sect.ceilingpal);
j = sect.floorpicnum;
markTileForPrecache(j, sect.floorpal);
}
for(auto& wal : wall)
{
int j = wal.picnum;
markTileForPrecache(j, wal.pal);
if (wal.twoSided())
{
j = wal.overpicnum;
markTileForPrecache(j, wal.pal);
}
}
ExhumedSpriteIterator it;
while (auto ac = it.Next())
{
int j = ac->spr.picnum;
markTileForPrecache(j, ac->spr.pal);
}
precacheMarkedTiles();
}
END_PS_NS