diff --git a/src/game/client/components/damageind.cpp b/src/game/client/components/damageind.cpp index c273d87c1..729e95eed 100644 --- a/src/game/client/components/damageind.cpp +++ b/src/game/client/components/damageind.cpp @@ -47,7 +47,7 @@ void CDamageInd::Create(vec2 Pos, vec2 Dir) void CDamageInd::OnRender() { - Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteStars[0]); + Graphics()->TextureSet(GameClient()->m_GameSkin.m_aSpriteStars[0]); static float s_LastLocalTime = LocalTime(); for(int i = 0; i < m_NumItems;) { diff --git a/src/game/client/components/emoticon.cpp b/src/game/client/components/emoticon.cpp index 35d84b730..a457509a1 100644 --- a/src/game/client/components/emoticon.cpp +++ b/src/game/client/components/emoticon.cpp @@ -121,7 +121,7 @@ void CEmoticon::OnRender() float Size = Selected ? 80.0f : 50.0f; - Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_SpriteEmoticons[i]); + Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[i]); Graphics()->QuadsSetSubset(0, 0, 1, 1); Graphics()->QuadsBegin(); diff --git a/src/game/client/components/hud.cpp b/src/game/client/components/hud.cpp index e37bbab2f..26e9c0837 100644 --- a/src/game/client/components/hud.cpp +++ b/src/game/client/components/hud.cpp @@ -658,7 +658,7 @@ void CHud::RenderCursor() // render cursor int CurWeapon = m_pClient->m_Snap.m_pLocalCharacter->m_Weapon % NUM_WEAPONS; Graphics()->SetColor(1.f, 1.f, 1.f, 1.f); - Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpriteWeaponCursors[CurWeapon]); + Graphics()->TextureSet(m_pClient->m_GameSkin.m_aSpriteWeaponCursors[CurWeapon]); Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_CursorOffset[CurWeapon], m_pClient->m_Controls.m_TargetPos[g_Config.m_ClDummy].x, m_pClient->m_Controls.m_TargetPos[g_Config.m_ClDummy].y); } @@ -747,9 +747,9 @@ void CHud::RenderAmmoHealthAndArmor(const CNetObj_Character *pCharacter) // ammo display float AmmoOffsetY = GameClient()->m_GameInfo.m_HudHealthArmor ? 24 : 0; int CurWeapon = pCharacter->m_Weapon % NUM_WEAPONS; - if(m_pClient->m_GameSkin.m_SpriteWeaponProjectiles[CurWeapon].IsValid()) + if(m_pClient->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon].IsValid()) { - Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpriteWeaponProjectiles[CurWeapon]); + Graphics()->TextureSet(m_pClient->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon]); if(AmmoOffsetY > 0) { Graphics()->RenderQuadContainerEx(m_HudQuadContainerIndex, m_AmmoOffset[CurWeapon] + QuadOffsetSixup, minimum(pCharacter->m_AmmoCount, 10), 0, AmmoOffsetY); diff --git a/src/game/client/components/items.cpp b/src/game/client/components/items.cpp index 86c91c75c..f0f9e2a51 100644 --- a/src/game/client/components/items.cpp +++ b/src/game/client/components/items.cpp @@ -125,9 +125,9 @@ void CItems::RenderProjectile(const CProjectileData *pCurrent, int ItemID) Graphics()->QuadsSetRotation(0); } - if(GameClient()->m_GameSkin.m_SpriteWeaponProjectiles[CurWeapon].IsValid()) + if(GameClient()->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon].IsValid()) { - Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteWeaponProjectiles[CurWeapon]); + Graphics()->TextureSet(GameClient()->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon]); Graphics()->SetColor(1.f, 1.f, 1.f, Alpha); Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, m_ProjectileOffset[CurWeapon], Pos.x, Pos.y); } @@ -153,7 +153,7 @@ void CItems::RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCu else if(pCurrent->m_Type == POWERUP_WEAPON) { QuadOffset = m_PickupWeaponOffset[CurWeapon]; - Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpritePickupWeapons[CurWeapon]); + Graphics()->TextureSet(GameClient()->m_GameSkin.m_aSpritePickupWeapons[CurWeapon]); } else if(pCurrent->m_Type == POWERUP_NINJA) { @@ -165,7 +165,7 @@ void CItems::RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCu else if(pCurrent->m_Type >= POWERUP_ARMOR_SHOTGUN && pCurrent->m_Type <= POWERUP_ARMOR_LASER) { QuadOffset = m_PickupWeaponArmorOffset[pCurrent->m_Type - POWERUP_ARMOR_SHOTGUN]; - Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpritePickupWeaponArmor[pCurrent->m_Type - POWERUP_ARMOR_SHOTGUN]); + Graphics()->TextureSet(GameClient()->m_GameSkin.m_aSpritePickupWeaponArmor[pCurrent->m_Type - POWERUP_ARMOR_SHOTGUN]); } Graphics()->QuadsSetRotation(0); Graphics()->SetColor(1.f, 1.f, 1.f, 1.f); @@ -295,7 +295,7 @@ void CItems::RenderLaser(const struct CNetObj_Laser *pCurrent, bool IsPredicted) // render head { int CurParticle = (Client()->GameTick(g_Config.m_ClDummy) % 3); - Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_SpriteParticleSplat[CurParticle]); + Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_aSpriteParticleSplat[CurParticle]); Graphics()->QuadsSetRotation(Client()->GameTick(g_Config.m_ClDummy)); Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f); Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, m_ParticleSplatOffset[CurParticle], Pos.x, Pos.y); diff --git a/src/game/client/components/killmessages.cpp b/src/game/client/components/killmessages.cpp index ea9ee499f..990898c3f 100644 --- a/src/game/client/components/killmessages.cpp +++ b/src/game/client/components/killmessages.cpp @@ -254,7 +254,7 @@ void CKillMessages::OnRender() x -= 44.0f; if(m_aKillmsgs[r].m_Weapon >= 0) { - Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteWeapons[m_aKillmsgs[r].m_Weapon]); + Graphics()->TextureSet(GameClient()->m_GameSkin.m_aSpriteWeapons[m_aKillmsgs[r].m_Weapon]); Graphics()->RenderQuadContainerAsSprite(m_SpriteQuadContainerIndex, 4 + m_aKillmsgs[r].m_Weapon, x, y + 28); } x -= 52.0f; diff --git a/src/game/client/components/menus.cpp b/src/game/client/components/menus.cpp index 442cab27c..67e29dde4 100644 --- a/src/game/client/components/menus.cpp +++ b/src/game/client/components/menus.cpp @@ -376,7 +376,7 @@ void CMenus::DoLaserPreview(const CUIRect *pRect, const ColorHSLA LaserOutlineCo Graphics()->BlendNormal(); int SpriteIndex = time_get() % 3; - Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_SpriteParticleSplat[SpriteIndex]); + Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_aSpriteParticleSplat[SpriteIndex]); Graphics()->QuadsBegin(); Graphics()->QuadsSetRotation(time_get()); Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f); diff --git a/src/game/client/components/menus_ingame.cpp b/src/game/client/components/menus_ingame.cpp index c102f00e5..267328b34 100644 --- a/src/game/client/components/menus_ingame.cpp +++ b/src/game/client/components/menus_ingame.cpp @@ -1056,7 +1056,7 @@ void CMenus::RenderGhost(CUIRect MainView) if(pItem->Active()) { Graphics()->WrapClamp(); - Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_SpriteEmoticons[(SPRITE_OOP + 7) - SPRITE_OOP]); + Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[(SPRITE_OOP + 7) - SPRITE_OOP]); Graphics()->QuadsBegin(); IGraphics::CQuadItem QuadItem(Button.x + Button.w / 2, Button.y + Button.h / 2, 20.0f, 20.0f); Graphics()->QuadsDraw(&QuadItem, 1); diff --git a/src/game/client/components/particles.cpp b/src/game/client/components/particles.cpp index 2cb3ef6a9..d33b73ef0 100644 --- a/src/game/client/components/particles.cpp +++ b/src/game/client/components/particles.cpp @@ -206,12 +206,12 @@ bool CParticles::ParticleIsVisibleOnScreen(const vec2 &CurPos, float CurSize) void CParticles::RenderGroup(int Group) { - IGraphics::CTextureHandle *aParticles = GameClient()->m_ParticlesSkin.m_SpriteParticles; + IGraphics::CTextureHandle *aParticles = GameClient()->m_ParticlesSkin.m_aSpriteParticles; int FirstParticleOffset = SPRITE_PART_SLICE; int ParticleQuadContainerIndex = m_ParticleQuadContainerIndex; if(Group == GROUP_EXTRA) { - aParticles = GameClient()->m_ExtrasSkin.m_SpriteParticles; + aParticles = GameClient()->m_ExtrasSkin.m_aSpriteParticles; FirstParticleOffset = SPRITE_PART_SNOWFLAKE; ParticleQuadContainerIndex = m_ExtraParticleQuadContainerIndex; } diff --git a/src/game/client/components/players.cpp b/src/game/client/components/players.cpp index 70b9217c0..c4cf227c4 100644 --- a/src/game/client/components/players.cpp +++ b/src/game/client/components/players.cpp @@ -461,7 +461,7 @@ void CPlayers::RenderPlayer( // normal weapons int CurrentWeapon = clamp(Player.m_Weapon, 0, NUM_WEAPONS - 1); - Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteWeapons[CurrentWeapon]); + Graphics()->TextureSet(GameClient()->m_GameSkin.m_aSpriteWeapons[CurrentWeapon]); int QuadOffset = CurrentWeapon * 2 + (Direction.x < 0 ? 1 : 0); Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha); @@ -648,7 +648,7 @@ void CPlayers::RenderPlayer( if((Player.m_PlayerFlags & PLAYERFLAG_CHATTING) && !m_pClient->m_aClients[ClientID].m_Afk) { int CurEmoticon = (SPRITE_DOTDOT - SPRITE_OOP); - Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_SpriteEmoticons[CurEmoticon]); + Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[CurEmoticon]); int QuadOffset = QuadOffsetToEmoticon + CurEmoticon; Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha); Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f); @@ -663,7 +663,7 @@ void CPlayers::RenderPlayer( if(g_Config.m_ClAfkEmote && m_pClient->m_aClients[ClientID].m_Afk && !(Client()->DummyConnected() && ClientID == m_pClient->m_LocalIDs[!g_Config.m_ClDummy])) { int CurEmoticon = (SPRITE_ZZZ - SPRITE_OOP); - Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_SpriteEmoticons[CurEmoticon]); + Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[CurEmoticon]); int QuadOffset = QuadOffsetToEmoticon + CurEmoticon; Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha); Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f); @@ -699,7 +699,7 @@ void CPlayers::RenderPlayer( Graphics()->SetColor(1.0f, 1.0f, 1.0f, a * Alpha); // client_datas::emoticon is an offset from the first emoticon int QuadOffset = QuadOffsetToEmoticon + m_pClient->m_aClients[ClientID].m_Emoticon; - Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_SpriteEmoticons[m_pClient->m_aClients[ClientID].m_Emoticon]); + Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[m_pClient->m_aClients[ClientID].m_Emoticon]); Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x, Position.y - 23.f - 32.f * h, 1.f, (64.f * h) / 64.f); Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f); diff --git a/src/game/client/components/statboard.cpp b/src/game/client/components/statboard.cpp index 5acbb9fc6..e2d64c5ba 100644 --- a/src/game/client/components/statboard.cpp +++ b/src/game/client/components/statboard.cpp @@ -222,7 +222,7 @@ void CStatboard::RenderGlobalStats() continue; float ScaleX, ScaleY; RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[i].m_pSpriteBody, ScaleX, ScaleY); - Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteWeapons[i]); + Graphics()->TextureSet(GameClient()->m_GameSkin.m_aSpriteWeapons[i]); Graphics()->QuadsBegin(); if(i == 0) RenderTools()->DrawSprite(x + px, y + 10, g_pData->m_Weapons.m_aId[i].m_VisualSize * 0.8f * ScaleX, g_pData->m_Weapons.m_aId[i].m_VisualSize * 0.8f * ScaleY); diff --git a/src/game/client/gameclient.cpp b/src/game/client/gameclient.cpp index 9d25ea802..7312111b6 100644 --- a/src/game/client/gameclient.cpp +++ b/src/game/client/gameclient.cpp @@ -2666,7 +2666,7 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir) Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinjaCursor); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserCursor); - for(auto &SpriteWeaponCursor : m_GameSkin.m_SpriteWeaponCursors) + for(auto &SpriteWeaponCursor : m_GameSkin.m_aSpriteWeaponCursors) { SpriteWeaponCursor = IGraphics::CTextureHandle(); } @@ -2680,17 +2680,17 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir) Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinja); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaser); - for(auto &SpriteWeapon : m_GameSkin.m_SpriteWeapons) + for(auto &SpriteWeapon : m_GameSkin.m_aSpriteWeapons) { SpriteWeapon = IGraphics::CTextureHandle(); } - for(auto &SpriteParticle : m_GameSkin.m_SpriteParticles) + for(auto &SpriteParticle : m_GameSkin.m_aSpriteParticles) { Graphics()->UnloadTexture(&SpriteParticle); } - for(auto &SpriteStar : m_GameSkin.m_SpriteStars) + for(auto &SpriteStar : m_GameSkin.m_aSpriteStars) { Graphics()->UnloadTexture(&SpriteStar); } @@ -2702,7 +2702,7 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir) Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinjaProjectile); Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserProjectile); - for(auto &SpriteWeaponProjectile : m_GameSkin.m_SpriteWeaponProjectiles) + for(auto &SpriteWeaponProjectile : m_GameSkin.m_aSpriteWeaponProjectiles) { SpriteWeaponProjectile = IGraphics::CTextureHandle(); } @@ -2732,12 +2732,12 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir) Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupGun); Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupHammer); - for(auto &SpritePickupWeapon : m_GameSkin.m_SpritePickupWeapons) + for(auto &SpritePickupWeapon : m_GameSkin.m_aSpritePickupWeapons) { SpritePickupWeapon = IGraphics::CTextureHandle(); } - for(auto &SpritePickupWeaponArmor : m_GameSkin.m_SpritePickupWeaponArmor) + for(auto &SpritePickupWeaponArmor : m_GameSkin.m_aSpritePickupWeaponArmor) { SpritePickupWeaponArmor = IGraphics::CTextureHandle(); } @@ -2794,12 +2794,12 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir) m_GameSkin.m_SpriteWeaponNinjaCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_CURSOR]); m_GameSkin.m_SpriteWeaponLaserCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_CURSOR]); - m_GameSkin.m_SpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor; - m_GameSkin.m_SpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor; - m_GameSkin.m_SpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor; - m_GameSkin.m_SpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor; - m_GameSkin.m_SpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor; - m_GameSkin.m_SpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor; + m_GameSkin.m_aSpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor; + m_GameSkin.m_aSpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor; + m_GameSkin.m_aSpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor; + m_GameSkin.m_aSpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor; + m_GameSkin.m_aSpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor; + m_GameSkin.m_aSpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor; // weapons and hook m_GameSkin.m_SpriteHookChain = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HOOK_CHAIN]); @@ -2811,23 +2811,23 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir) m_GameSkin.m_SpriteWeaponNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_NINJA_BODY]); m_GameSkin.m_SpriteWeaponLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_BODY]); - m_GameSkin.m_SpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer; - m_GameSkin.m_SpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun; - m_GameSkin.m_SpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun; - m_GameSkin.m_SpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade; - m_GameSkin.m_SpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser; - m_GameSkin.m_SpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja; + m_GameSkin.m_aSpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer; + m_GameSkin.m_aSpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun; + m_GameSkin.m_aSpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun; + m_GameSkin.m_aSpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade; + m_GameSkin.m_aSpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser; + m_GameSkin.m_aSpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja; // particles for(int i = 0; i < 9; ++i) { - m_GameSkin.m_SpriteParticles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART1 + i]); + m_GameSkin.m_aSpriteParticles[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART1 + i]); } // stars for(int i = 0; i < 3; ++i) { - m_GameSkin.m_SpriteStars[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_STAR1 + i]); + m_GameSkin.m_aSpriteStars[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_STAR1 + i]); } // projectiles @@ -2841,12 +2841,12 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir) m_GameSkin.m_SpriteWeaponLaserProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_PROJ]); - m_GameSkin.m_SpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile; - m_GameSkin.m_SpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile; - m_GameSkin.m_SpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile; - m_GameSkin.m_SpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile; - m_GameSkin.m_SpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile; - m_GameSkin.m_SpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile; + m_GameSkin.m_aSpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile; + m_GameSkin.m_aSpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile; + m_GameSkin.m_aSpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile; + m_GameSkin.m_aSpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile; + m_GameSkin.m_aSpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile; + m_GameSkin.m_aSpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile; // muzzles for(int i = 0; i < 3; ++i) @@ -2874,17 +2874,17 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir) m_GameSkin.m_SpritePickupArmorNinja = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_NINJA]); m_GameSkin.m_SpritePickupArmorLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_LASER]); - m_GameSkin.m_SpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer; - m_GameSkin.m_SpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun; - m_GameSkin.m_SpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun; - m_GameSkin.m_SpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade; - m_GameSkin.m_SpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser; - m_GameSkin.m_SpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja; + m_GameSkin.m_aSpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer; + m_GameSkin.m_aSpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun; + m_GameSkin.m_aSpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun; + m_GameSkin.m_aSpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade; + m_GameSkin.m_aSpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser; + m_GameSkin.m_aSpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja; - m_GameSkin.m_SpritePickupWeaponArmor[0] = m_GameSkin.m_SpritePickupArmorShotgun; - m_GameSkin.m_SpritePickupWeaponArmor[1] = m_GameSkin.m_SpritePickupArmorGrenade; - m_GameSkin.m_SpritePickupWeaponArmor[2] = m_GameSkin.m_SpritePickupArmorNinja; - m_GameSkin.m_SpritePickupWeaponArmor[3] = m_GameSkin.m_SpritePickupArmorLaser; + m_GameSkin.m_aSpritePickupWeaponArmor[0] = m_GameSkin.m_SpritePickupArmorShotgun; + m_GameSkin.m_aSpritePickupWeaponArmor[1] = m_GameSkin.m_SpritePickupArmorGrenade; + m_GameSkin.m_aSpritePickupWeaponArmor[2] = m_GameSkin.m_SpritePickupArmorNinja; + m_GameSkin.m_aSpritePickupWeaponArmor[3] = m_GameSkin.m_SpritePickupArmorLaser; // flags m_GameSkin.m_SpriteFlagBlue = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_FLAG_BLUE]); @@ -2912,7 +2912,7 @@ void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir) { if(m_EmoticonsSkinLoaded) { - for(auto &SpriteEmoticon : m_EmoticonsSkin.m_SpriteEmoticons) + for(auto &SpriteEmoticon : m_EmoticonsSkin.m_aSpriteEmoticons) Graphics()->UnloadTexture(&SpriteEmoticon); m_EmoticonsSkinLoaded = false; @@ -2945,7 +2945,7 @@ void CGameClient::LoadEmoticonsSkin(const char *pPath, bool AsDir) else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_OOP].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo)) { for(int i = 0; i < 16; ++i) - m_EmoticonsSkin.m_SpriteEmoticons[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_OOP + i]); + m_EmoticonsSkin.m_aSpriteEmoticons[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_OOP + i]); m_EmoticonsSkinLoaded = true; Graphics()->FreePNG(&ImgInfo); @@ -2958,7 +2958,7 @@ void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir) { Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleSlice); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleBall); - for(auto &SpriteParticleSplat : m_ParticlesSkin.m_SpriteParticleSplat) + for(auto &SpriteParticleSplat : m_ParticlesSkin.m_aSpriteParticleSplat) Graphics()->UnloadTexture(&SpriteParticleSplat); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleSmoke); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleShell); @@ -2966,7 +2966,7 @@ void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir) Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleAirJump); Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleHit); - for(auto &SpriteParticle : m_ParticlesSkin.m_SpriteParticles) + for(auto &SpriteParticle : m_ParticlesSkin.m_aSpriteParticles) SpriteParticle = IGraphics::CTextureHandle(); m_ParticlesSkinLoaded = false; @@ -3001,22 +3001,22 @@ void CGameClient::LoadParticlesSkin(const char *pPath, bool AsDir) m_ParticlesSkin.m_SpriteParticleSlice = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SLICE]); m_ParticlesSkin.m_SpriteParticleBall = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_BALL]); for(int i = 0; i < 3; ++i) - m_ParticlesSkin.m_SpriteParticleSplat[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SPLAT01 + i]); + m_ParticlesSkin.m_aSpriteParticleSplat[i] = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SPLAT01 + i]); m_ParticlesSkin.m_SpriteParticleSmoke = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SMOKE]); m_ParticlesSkin.m_SpriteParticleShell = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SHELL]); m_ParticlesSkin.m_SpriteParticleExpl = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_EXPL01]); m_ParticlesSkin.m_SpriteParticleAirJump = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_AIRJUMP]); m_ParticlesSkin.m_SpriteParticleHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_HIT01]); - m_ParticlesSkin.m_SpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice; - m_ParticlesSkin.m_SpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall; + m_ParticlesSkin.m_aSpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice; + m_ParticlesSkin.m_aSpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall; for(int i = 0; i < 3; ++i) - m_ParticlesSkin.m_SpriteParticles[2 + i] = m_ParticlesSkin.m_SpriteParticleSplat[i]; - m_ParticlesSkin.m_SpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke; - m_ParticlesSkin.m_SpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell; - m_ParticlesSkin.m_SpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl; - m_ParticlesSkin.m_SpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump; - m_ParticlesSkin.m_SpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit; + m_ParticlesSkin.m_aSpriteParticles[2 + i] = m_ParticlesSkin.m_aSpriteParticleSplat[i]; + m_ParticlesSkin.m_aSpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke; + m_ParticlesSkin.m_aSpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell; + m_ParticlesSkin.m_aSpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl; + m_ParticlesSkin.m_aSpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump; + m_ParticlesSkin.m_aSpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit; m_ParticlesSkinLoaded = true; free(ImgInfo.m_pData); @@ -3124,7 +3124,7 @@ void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir) { Graphics()->UnloadTexture(&m_ExtrasSkin.m_SpriteParticleSnowflake); - for(auto &SpriteParticle : m_ExtrasSkin.m_SpriteParticles) + for(auto &SpriteParticle : m_ExtrasSkin.m_aSpriteParticles) SpriteParticle = IGraphics::CTextureHandle(); m_ExtrasSkinLoaded = false; @@ -3157,7 +3157,7 @@ void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir) else if(PngLoaded && Graphics()->CheckImageDivisibility(aPath, ImgInfo, g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridx, g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE].m_pSet->m_Gridy, true) && Graphics()->IsImageFormatRGBA(aPath, ImgInfo)) { m_ExtrasSkin.m_SpriteParticleSnowflake = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_SNOWFLAKE]); - m_ExtrasSkin.m_SpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake; + m_ExtrasSkin.m_aSpriteParticles[0] = m_ExtrasSkin.m_SpriteParticleSnowflake; m_ExtrasSkinLoaded = true; free(ImgInfo.m_pData); } diff --git a/src/game/client/gameclient.h b/src/game/client/gameclient.h index f91c062dc..97857fcfd 100644 --- a/src/game/client/gameclient.h +++ b/src/game/client/gameclient.h @@ -548,7 +548,7 @@ public: IGraphics::CTextureHandle m_SpriteWeaponNinjaCursor; IGraphics::CTextureHandle m_SpriteWeaponLaserCursor; - IGraphics::CTextureHandle m_SpriteWeaponCursors[6]; + IGraphics::CTextureHandle m_aSpriteWeaponCursors[6]; // weapons and hook IGraphics::CTextureHandle m_SpriteHookChain; @@ -560,13 +560,13 @@ public: IGraphics::CTextureHandle m_SpriteWeaponNinja; IGraphics::CTextureHandle m_SpriteWeaponLaser; - IGraphics::CTextureHandle m_SpriteWeapons[6]; + IGraphics::CTextureHandle m_aSpriteWeapons[6]; // particles - IGraphics::CTextureHandle m_SpriteParticles[9]; + IGraphics::CTextureHandle m_aSpriteParticles[9]; // stars - IGraphics::CTextureHandle m_SpriteStars[3]; + IGraphics::CTextureHandle m_aSpriteStars[3]; // projectiles IGraphics::CTextureHandle m_SpriteWeaponGunProjectile; @@ -576,7 +576,7 @@ public: IGraphics::CTextureHandle m_SpriteWeaponNinjaProjectile; IGraphics::CTextureHandle m_SpriteWeaponLaserProjectile; - IGraphics::CTextureHandle m_SpriteWeaponProjectiles[6]; + IGraphics::CTextureHandle m_aSpriteWeaponProjectiles[6]; // muzzles IGraphics::CTextureHandle m_SpriteWeaponGunMuzzles[3]; @@ -599,8 +599,8 @@ public: IGraphics::CTextureHandle m_SpritePickupGun; IGraphics::CTextureHandle m_SpritePickupHammer; - IGraphics::CTextureHandle m_SpritePickupWeapons[6]; - IGraphics::CTextureHandle m_SpritePickupWeaponArmor[4]; + IGraphics::CTextureHandle m_aSpritePickupWeapons[6]; + IGraphics::CTextureHandle m_aSpritePickupWeaponArmor[4]; // flags IGraphics::CTextureHandle m_SpriteFlagBlue; @@ -625,13 +625,13 @@ public: { IGraphics::CTextureHandle m_SpriteParticleSlice; IGraphics::CTextureHandle m_SpriteParticleBall; - IGraphics::CTextureHandle m_SpriteParticleSplat[3]; + IGraphics::CTextureHandle m_aSpriteParticleSplat[3]; IGraphics::CTextureHandle m_SpriteParticleSmoke; IGraphics::CTextureHandle m_SpriteParticleShell; IGraphics::CTextureHandle m_SpriteParticleExpl; IGraphics::CTextureHandle m_SpriteParticleAirJump; IGraphics::CTextureHandle m_SpriteParticleHit; - IGraphics::CTextureHandle m_SpriteParticles[10]; + IGraphics::CTextureHandle m_aSpriteParticles[10]; }; SClientParticlesSkin m_ParticlesSkin; @@ -639,7 +639,7 @@ public: struct SClientEmoticonsSkin { - IGraphics::CTextureHandle m_SpriteEmoticons[16]; + IGraphics::CTextureHandle m_aSpriteEmoticons[16]; }; SClientEmoticonsSkin m_EmoticonsSkin; @@ -683,7 +683,7 @@ public: struct SClientExtrasSkin { IGraphics::CTextureHandle m_SpriteParticleSnowflake; - IGraphics::CTextureHandle m_SpriteParticles[1]; + IGraphics::CTextureHandle m_aSpriteParticles[1]; }; SClientExtrasSkin m_ExtrasSkin;