forked from Mirrors/openclonk
Move Game.TextureMap to TextureMap
parent
08957a3b9a
commit
25639bc659
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@ -90,7 +90,6 @@ class C4Game
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~C4Game();
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public:
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C4DefList Defs;
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C4TextureMap TextureMap;
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C4RankSystem Rank;
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C4GraphicsSystem GraphicsSystem;
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C4MessageInput MessageInput;
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@ -95,4 +95,6 @@ class C4TextureMap
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BOOL AddTexture(const char *szTexture, CSurface * sfcSurface);
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};
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extern C4TextureMap TextureMap;
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#endif
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@ -144,7 +144,7 @@ inline int32_t PixCol2Mat(BYTE pixc)
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int32_t iTex = PixCol2Tex(pixc);
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if(!iTex) return MNone;
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// Get material-texture mapping
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const C4TexMapEntry *pTex = Game.TextureMap.GetEntry(iTex);
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const C4TexMapEntry *pTex = ::TextureMap.GetEntry(iTex);
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// Return material
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return pTex ? pTex->GetMaterialIndex() : MNone;
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}
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@ -712,7 +712,7 @@ void C4EditCursor::ApplyToolPicker()
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// Material-texture from map
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if (byIndex=Game.Landscape.GetMapIndex(X/Game.Landscape.MapZoom,Y/Game.Landscape.MapZoom))
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{
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const C4TexMapEntry *pTex = Game.TextureMap.GetEntry(byIndex & (IFT-1));
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const C4TexMapEntry *pTex = ::TextureMap.GetEntry(byIndex & (IFT-1));
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if(pTex)
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{
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Console.ToolsDlg.SelectMaterial(pTex->GetMaterialName());
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@ -185,7 +185,7 @@ int32_t C4Landscape::DoScan(int32_t cx, int32_t cy, int32_t mat, int32_t dir)
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// nothing to do?
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if (!conv_to_tex) return 0;
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// find material
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int32_t conv_to = Game.TextureMap.GetEntry(conv_to_tex)->GetMaterialIndex();
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int32_t conv_to = ::TextureMap.GetEntry(conv_to_tex)->GetMaterialIndex();
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// find mat top
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int32_t mconv = Game.Material.Map[mat].TempConvStrength,
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mconvs = mconv;
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@ -368,7 +368,7 @@ void C4Landscape::ChunkOZoom(CSurface8 * sfcMap, int32_t iMapX, int32_t iMapY, i
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int32_t iIFT;
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BYTE byMapPixel, byMapPixelBelow;
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int iMapWidth,iMapHeight;
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C4Material *pMaterial = Game.TextureMap.GetEntry(iTexture)->GetMaterial();
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C4Material *pMaterial = ::TextureMap.GetEntry(iTexture)->GetMaterial();
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if(!pMaterial) return;
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int32_t iChunkType=pMaterial->MapChunkType;
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BYTE byColor=MatTex2PixCol(iTexture);
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@ -552,7 +552,7 @@ CSurface8 * C4Landscape::CreateMap()
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// Fill sfcMap
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C4MapCreator MapCreator;
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MapCreator.Create(sfcMap,
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Game.C4S.Landscape, Game.TextureMap,
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Game.C4S.Landscape, ::TextureMap,
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TRUE,Game.StartupPlayerCount);
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return sfcMap;
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@ -565,7 +565,7 @@ CSurface8 * C4Landscape::CreateMapS2(C4Group &ScenFile)
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// create map creator
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if (!pMapCreator)
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pMapCreator = new C4MapCreatorS2(&Game.C4S.Landscape, &Game.TextureMap, &Game.Material, Game.StartupPlayerCount);
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pMapCreator = new C4MapCreatorS2(&Game.C4S.Landscape, &::TextureMap, &Game.Material, Game.StartupPlayerCount);
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// read file
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pMapCreator->ReadFile(C4CFN_DynLandscape, &ScenFile);
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@ -2154,7 +2154,7 @@ BOOL C4Landscape::SaveMap(C4Group &hGroup)
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// Create map palette
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BYTE bypPalette[3*256];
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Game.TextureMap.StoreMapPalette(bypPalette,Game.Material);
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::TextureMap.StoreMapPalette(bypPalette,Game.Material);
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// Save map surface
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if (!Map->Save(Config.AtTempPath(C4CFN_TempMap), bypPalette))
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@ -2172,7 +2172,7 @@ BOOL C4Landscape::SaveMap(C4Group &hGroup)
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bool C4Landscape::SaveTextures(C4Group &hGroup)
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{
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// if material-texture-combinations have been added, write the texture map
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if (Game.TextureMap.fEntriesAdded)
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if (::TextureMap.fEntriesAdded)
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{
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C4Group *pMatGroup = new C4Group();
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bool fSuccess=false;
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@ -2184,7 +2184,7 @@ bool C4Landscape::SaveTextures(C4Group &hGroup)
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// create at temp path
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if (pMatGroup->Open(Config.AtTempPath(C4CFN_Material), TRUE))
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// write to it
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if (Game.TextureMap.SaveMap(*pMatGroup, C4CFN_TexMap))
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if (::TextureMap.SaveMap(*pMatGroup, C4CFN_TexMap))
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// close (flush)
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if (pMatGroup->Close())
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// add it
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@ -2196,7 +2196,7 @@ bool C4Landscape::SaveTextures(C4Group &hGroup)
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else
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// simply write it to the local material file
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if (pMatGroup->OpenAsChild(&hGroup, C4CFN_Material))
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fSuccess = Game.TextureMap.SaveMap(*pMatGroup, C4CFN_TexMap);
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fSuccess = ::TextureMap.SaveMap(*pMatGroup, C4CFN_TexMap);
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// close material group again
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if (pMatGroup->IsOpen()) pMatGroup->Close();
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delete pMatGroup;
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@ -2231,7 +2231,7 @@ BOOL C4Landscape::GetMapColorIndex(const char *szMaterial, const char *szTexture
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// Material-Texture
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else
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{
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if (!(rbyCol=Game.TextureMap.GetIndex(szMaterial,szTexture))) return FALSE;
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if (!(rbyCol=::TextureMap.GetIndex(szMaterial,szTexture))) return FALSE;
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if (fIFT) rbyCol+=IFT;
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}
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// Found
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@ -2392,7 +2392,7 @@ BOOL C4Landscape::DrawChunks(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, i
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BOOL C4Landscape::DrawQuad(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iX3, int32_t iY3, int32_t iX4, int32_t iY4, const char *szMaterial, bool fIFT)
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{
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// get texture
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int32_t iMatTex = Game.TextureMap.GetIndexMatTex(szMaterial);
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int32_t iMatTex = ::TextureMap.GetIndexMatTex(szMaterial);
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if(!iMatTex) return FALSE;
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// prepate pixel count update
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C4Rect BoundingBox(iX1, iY1, 1, 1);
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@ -2557,7 +2557,7 @@ DWORD C4Landscape::GetClrByTex(int32_t iX, int32_t iY)
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DWORD dwPix = Surface8->pPal->GetClr(pix);
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// get texture map entry for pixel
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const C4TexMapEntry *pTex;
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if(pix && (pTex = Game.TextureMap.GetEntry(PixCol2Tex(pix))))
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if(pix && (pTex = ::TextureMap.GetEntry(PixCol2Tex(pix))))
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{
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// pattern color
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pTex->getPattern().PatternClr(iX, iY, pix, dwPix, Application.DDraw->Pal);
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@ -2578,7 +2578,7 @@ BOOL C4Landscape::DrawMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, co
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FakeLS.MapWdt.Set(iMapWdt, 0, iMapWdt, iMapWdt);
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FakeLS.MapHgt.Set(iMapHgt, 0, iMapHgt, iMapHgt);
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// create map creator
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C4MapCreatorS2 MapCreator(&FakeLS, &Game.TextureMap, &Game.Material, Game.StartupPlayerCount);
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C4MapCreatorS2 MapCreator(&FakeLS, &::TextureMap, &Game.Material, Game.StartupPlayerCount);
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// read file
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MapCreator.ReadScript(szMapDef);
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// render map
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@ -2663,13 +2663,13 @@ BOOL C4Landscape::SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fIn
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// get last mat index - returns zero for not found (valid for insertion mode)
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StdStrBuf Material, Texture;
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Material.CopyUntil(szMatTex, '-'); Texture.Copy(SSearch(szMatTex, "-"));
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BYTE iOldIndex = (szMatTex && *szMatTex) ? Game.TextureMap.GetIndex(Material.getData(), Texture.getData(), FALSE) : 0;
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BYTE iOldIndex = (szMatTex && *szMatTex) ? ::TextureMap.GetIndex(Material.getData(), Texture.getData(), FALSE) : 0;
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// insertion mode?
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if (fInsert)
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{
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// there must be room to move up to
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BYTE byLastMoveIndex = C4M_MaxTexIndex - 1;
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while (Game.TextureMap.GetEntry(byLastMoveIndex))
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while (::TextureMap.GetEntry(byLastMoveIndex))
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if (--byLastMoveIndex == iNewIndex)
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{
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DebugLogF("Cannot insert new texture %s to index %d: No room for insertion.", (const char *) szMatTex, (int) iNewIndex);
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@ -2678,10 +2678,10 @@ BOOL C4Landscape::SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fIn
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// then move up all other textures first
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// could do this in one loop, but it's just a developement call anyway, so move one index at a time
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while (--byLastMoveIndex >= iNewIndex)
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if (Game.TextureMap.GetEntry(byLastMoveIndex))
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if (::TextureMap.GetEntry(byLastMoveIndex))
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{
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ReplaceMapColor(byLastMoveIndex, byLastMoveIndex+1);
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Game.TextureMap.MoveIndex(byLastMoveIndex, byLastMoveIndex+1);
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::TextureMap.MoveIndex(byLastMoveIndex, byLastMoveIndex+1);
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}
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// new insertion desired?
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if (szMatTex && *szMatTex)
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@ -2690,14 +2690,14 @@ BOOL C4Landscape::SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fIn
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if (iOldIndex)
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{
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ReplaceMapColor(iOldIndex, iNewIndex);
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Game.TextureMap.MoveIndex(iOldIndex, iNewIndex);
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::TextureMap.MoveIndex(iOldIndex, iNewIndex);
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}
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else
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{
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StdStrBuf Material, Texture;
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Material.CopyUntil(szMatTex, '-'); Texture.Copy(SSearch(szMatTex, "-"));
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// new insertion
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if (!Game.TextureMap.AddEntry(iNewIndex, Material.getData(), Texture.getData()))
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if (!::TextureMap.AddEntry(iNewIndex, Material.getData(), Texture.getData()))
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{
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LogF("Cannot insert new texture %s to index %d: Texture map entry error", (const char *) szMatTex, (int) iNewIndex);
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return FALSE;
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@ -2711,7 +2711,7 @@ BOOL C4Landscape::SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fIn
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{
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// new index must not be occupied
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const C4TexMapEntry *pOld;
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if ((pOld = Game.TextureMap.GetEntry(iNewIndex)) && !pOld->isNull())
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if ((pOld = ::TextureMap.GetEntry(iNewIndex)) && !pOld->isNull())
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{
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DebugLogF("Cannot move texture %s to index %d: Index occupied by %s-%s.", (const char *) szMatTex, (int) iNewIndex, pOld->GetMaterialName(), pOld->GetTextureName());
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return FALSE;
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@ -2725,7 +2725,7 @@ BOOL C4Landscape::SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fIn
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// update map
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ReplaceMapColor(iOldIndex, iNewIndex);
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// change to new index in texmap
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Game.TextureMap.MoveIndex(iOldIndex, iNewIndex);
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::TextureMap.MoveIndex(iOldIndex, iNewIndex);
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// done, success
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return TRUE;
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}
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@ -2761,7 +2761,7 @@ bool C4Landscape::Mat2Pal()
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int32_t tex,rgb;
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for (tex=0; tex<C4M_MaxTexIndex; tex++)
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{
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const C4TexMapEntry *pTex = Game.TextureMap.GetEntry(tex);
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const C4TexMapEntry *pTex = ::TextureMap.GetEntry(tex);
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if(!pTex || pTex->isNull())
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continue;
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// colors
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@ -2930,9 +2930,9 @@ void C4Landscape::RemoveUnusedTexMapEntries()
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// remove unused
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for (iMatTex = 1; iMatTex < C4M_MaxTexIndex; ++iMatTex)
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if (!fTexUsage[iMatTex])
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Game.TextureMap.RemoveEntry(iMatTex);
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::TextureMap.RemoveEntry(iMatTex);
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// flag rewrite
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Game.TextureMap.fEntriesAdded = true;
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::TextureMap.fEntriesAdded = true;
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}
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bool C4Landscape::DebugSave(const char *szFilename)
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@ -394,7 +394,7 @@ void C4MaterialMap::CrossMapMaterials() // Called after load
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const char *szTextureOverlay = NULL;
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// newgfx: init pattern
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if (Map[cnt].sTextureOverlay.getLength())
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if (Game.TextureMap.GetTexture(Map[cnt].sTextureOverlay.getLength()))
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if (::TextureMap.GetTexture(Map[cnt].sTextureOverlay.getLength()))
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{
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szTextureOverlay = Map[cnt].sTextureOverlay.getData();
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// backwards compatibility: if a pattern was specified although the no-pattern flag was set, overwrite that flag
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@ -408,13 +408,13 @@ void C4MaterialMap::CrossMapMaterials() // Called after load
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if (!szTextureOverlay)
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szTextureOverlay = "Smooth";
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// search/create entry in texmap
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Map[cnt].DefaultMatTex = Game.TextureMap.GetIndex(Map[cnt].Name, szTextureOverlay, TRUE,
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Map[cnt].DefaultMatTex = ::TextureMap.GetIndex(Map[cnt].Name, szTextureOverlay, TRUE,
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FormatString("DefaultMatTex of mat %s", Map[cnt].Name).getData());
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// init PXS facet
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SURFACE sfcTexture;
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C4Texture * Texture;
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if (Map[cnt].sPXSGfx.getLength())
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if (Texture=Game.TextureMap.GetTexture(Map[cnt].sPXSGfx.getData()))
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if (Texture=::TextureMap.GetTexture(Map[cnt].sPXSGfx.getData()))
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if (sfcTexture=Texture->Surface32)
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Map[cnt].PXSFace.Set(sfcTexture, Map[cnt].PXSGfxRt.x, Map[cnt].PXSGfxRt.y, Map[cnt].PXSGfxRt.Wdt, Map[cnt].PXSGfxRt.Hgt);
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// evaluate reactions for that material
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@ -499,13 +499,13 @@ void C4MaterialMap::CrossMapMaterials() // Called after load
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for (cnt=0; cnt<Num; cnt++)
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{
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if (Map[cnt].sBlastShiftTo.getLength())
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Map[cnt].BlastShiftTo=Game.TextureMap.GetIndexMatTex(Map[cnt].sBlastShiftTo.getData(), NULL, TRUE, FormatString("BlastShiftTo of mat %s", Map[cnt].Name).getData());
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Map[cnt].BlastShiftTo=::TextureMap.GetIndexMatTex(Map[cnt].sBlastShiftTo.getData(), NULL, TRUE, FormatString("BlastShiftTo of mat %s", Map[cnt].Name).getData());
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if (Map[cnt].sInMatConvertTo.getLength())
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Map[cnt].InMatConvertTo=Get(Map[cnt].sInMatConvertTo.getData());
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if (Map[cnt].sBelowTempConvertTo.getLength())
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Map[cnt].BelowTempConvertTo=Game.TextureMap.GetIndexMatTex(Map[cnt].sBelowTempConvertTo.getData(), NULL, TRUE, FormatString("BelowTempConvertTo of mat %s", Map[cnt].Name).getData());
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Map[cnt].BelowTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sBelowTempConvertTo.getData(), NULL, TRUE, FormatString("BelowTempConvertTo of mat %s", Map[cnt].Name).getData());
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if (Map[cnt].sAboveTempConvertTo.getLength())
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Map[cnt].AboveTempConvertTo=Game.TextureMap.GetIndexMatTex(Map[cnt].sAboveTempConvertTo.getData(), NULL, TRUE, FormatString("AboveTempConvertTo of mat %s", Map[cnt].Name).getData());
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Map[cnt].AboveTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sAboveTempConvertTo.getData(), NULL, TRUE, FormatString("AboveTempConvertTo of mat %s", Map[cnt].Name).getData());
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}
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#if 0
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int32_t i=0;
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@ -2294,7 +2294,7 @@ static C4String *FnGetTexture(C4AulContext* cthr, long x, long y)
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int32_t iTex = PixCol2Tex(GBackPix(x, y));
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if(!iTex) return NULL;
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// Get material-texture mapping
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const C4TexMapEntry *pTex = Game.TextureMap.GetEntry(iTex);
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const C4TexMapEntry *pTex = ::TextureMap.GetEntry(iTex);
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if(!pTex) return NULL;
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// Return tex name
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return String(pTex->GetTextureName());
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@ -5072,7 +5072,7 @@ static bool FnDrawModLandscape(C4AulContext *cctx, long iX, long iY, long iWdt,
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}
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// apply buffer
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//Application.DDraw->DefinePattern(Game.TextureMap.GetTexture("Smooth2"));
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//Application.DDraw->DefinePattern(::TextureMap.GetTexture("Smooth2"));
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pZ=map;
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for (int y=iY; y<iY2; ++y)
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for (int x=iX; x<iX2; ++x)
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@ -85,7 +85,7 @@ bool C4TexMapEntry::Init()
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}
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pMaterial = &Game.Material.Map[iMaterialIndex];
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// Find texture
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C4Texture * sfcTexture = Game.TextureMap.GetTexture(Texture.getData());
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C4Texture * sfcTexture = ::TextureMap.GetTexture(Texture.getData());
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if(!sfcTexture)
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{
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DebugLogF("Error initializing material %s-%s: Invalid texture!", Material.getData(), Texture.getData());
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@ -462,3 +462,5 @@ void C4TextureMap::StoreMapPalette(BYTE *bypPalette, C4MaterialMap &rMaterial)
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if(rand() < RAND_MAX / 2) bypPalette[3*i+2] += 3; else bypPalette[3*i+2] -= 3;
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}
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}
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C4TextureMap TextureMap;
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@ -537,9 +537,9 @@ void C4ToolsDlg::UpdateTextures()
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// bottom-most: any invalid textures
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bool fAnyEntry = false; int32_t cnt; const char *szTexture;
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if (Game.Landscape.Mode!=C4LSC_Exact)
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for (cnt=0; (szTexture=Game.TextureMap.GetTexture(cnt)); cnt++)
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for (cnt=0; (szTexture=::TextureMap.GetTexture(cnt)); cnt++)
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{
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if (!Game.TextureMap.GetIndex(Material, szTexture, FALSE))
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if (!::TextureMap.GetIndex(Material, szTexture, FALSE))
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{
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fAnyEntry = true;
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#ifdef _WIN32
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@ -564,10 +564,10 @@ void C4ToolsDlg::UpdateTextures()
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}
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// atop: valid textures
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for (cnt=0; (szTexture=Game.TextureMap.GetTexture(cnt)); cnt++)
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for (cnt=0; (szTexture=::TextureMap.GetTexture(cnt)); cnt++)
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{
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// Current material-texture valid? Always valid for exact mode
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if (Game.TextureMap.GetIndex(Material,szTexture,FALSE) || Game.Landscape.Mode==C4LSC_Exact)
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if (::TextureMap.GetIndex(Material,szTexture,FALSE) || Game.Landscape.Mode==C4LSC_Exact)
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{
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#ifdef _WIN32
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SendDlgItemMessage(hDialog,IDC_COMBOTEXTURE,CB_INSERTSTRING,0,(LPARAM)szTexture);
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@ -602,7 +602,7 @@ void C4ToolsDlg::SetMaterial(const char *szMaterial)
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void C4ToolsDlg::SetTexture(const char *szTexture)
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{
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// assert valid (for seperator selection)
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if (!Game.TextureMap.GetTexture(szTexture))
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if (!::TextureMap.GetTexture(szTexture))
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{
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// ensure correct texture is in dlg
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#ifdef _WIN32
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@ -679,11 +679,11 @@ void C4ToolsDlg::UpdatePreview()
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{
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bCol=Mat2PixColDefault(Game.Material.Get(Material));
|
||||
// Get/Create TexMap entry
|
||||
BYTE iTex = Game.TextureMap.GetIndex(Material, Texture, TRUE);
|
||||
BYTE iTex = ::TextureMap.GetIndex(Material, Texture, TRUE);
|
||||
if (iTex)
|
||||
{
|
||||
// Define texture pattern
|
||||
const C4TexMapEntry *pTex = Game.TextureMap.GetEntry(iTex);
|
||||
const C4TexMapEntry *pTex = ::TextureMap.GetEntry(iTex);
|
||||
// Security
|
||||
if(pTex)
|
||||
{
|
||||
|
@ -990,12 +990,12 @@ void C4ToolsDlg::AssertValidTexture()
|
|||
// Ignore if sky
|
||||
if (SEqual(Material,C4TLS_MatSky)) return;
|
||||
// Current material-texture valid
|
||||
if (Game.TextureMap.GetIndex(Material,Texture,FALSE)) return;
|
||||
if (::TextureMap.GetIndex(Material,Texture,FALSE)) return;
|
||||
// Find valid material-texture
|
||||
const char *szTexture;
|
||||
for (int32_t iTexture=0; szTexture=Game.TextureMap.GetTexture(iTexture); iTexture++)
|
||||
for (int32_t iTexture=0; szTexture=::TextureMap.GetTexture(iTexture); iTexture++)
|
||||
{
|
||||
if (Game.TextureMap.GetIndex(Material,szTexture,FALSE))
|
||||
if (::TextureMap.GetIndex(Material,szTexture,FALSE))
|
||||
{ SelectTexture(szTexture); return; }
|
||||
}
|
||||
// No valid texture found
|
||||
|
|
Loading…
Reference in New Issue