mirror of
https://github.com/ddnet/ddnet.git
synced 2024-09-20 09:34:19 +00:00
Add to some of the Sprite Arrays the array prefix
This commit is contained in:
parent
ed2c514aa7
commit
dd1cdfcf2c
|
@ -47,7 +47,7 @@ void CDamageInd::Create(vec2 Pos, vec2 Dir)
|
||||||
|
|
||||||
void CDamageInd::OnRender()
|
void CDamageInd::OnRender()
|
||||||
{
|
{
|
||||||
Graphics()->TextureSet(GameClient()->m_GameSkin.m_SpriteStars[0]);
|
Graphics()->TextureSet(GameClient()->m_GameSkin.m_aSpriteStars[0]);
|
||||||
static float s_LastLocalTime = LocalTime();
|
static float s_LastLocalTime = LocalTime();
|
||||||
for(int i = 0; i < m_NumItems;)
|
for(int i = 0; i < m_NumItems;)
|
||||||
{
|
{
|
||||||
|
|
|
@ -121,7 +121,7 @@ void CEmoticon::OnRender()
|
||||||
|
|
||||||
float Size = Selected ? 80.0f : 50.0f;
|
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()->QuadsSetSubset(0, 0, 1, 1);
|
||||||
|
|
||||||
Graphics()->QuadsBegin();
|
Graphics()->QuadsBegin();
|
||||||
|
|
|
@ -658,7 +658,7 @@ void CHud::RenderCursor()
|
||||||
// render cursor
|
// render cursor
|
||||||
int CurWeapon = m_pClient->m_Snap.m_pLocalCharacter->m_Weapon % NUM_WEAPONS;
|
int CurWeapon = m_pClient->m_Snap.m_pLocalCharacter->m_Weapon % NUM_WEAPONS;
|
||||||
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
|
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);
|
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
|
// ammo display
|
||||||
float AmmoOffsetY = GameClient()->m_GameInfo.m_HudHealthArmor ? 24 : 0;
|
float AmmoOffsetY = GameClient()->m_GameInfo.m_HudHealthArmor ? 24 : 0;
|
||||||
int CurWeapon = pCharacter->m_Weapon % NUM_WEAPONS;
|
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)
|
if(AmmoOffsetY > 0)
|
||||||
{
|
{
|
||||||
Graphics()->RenderQuadContainerEx(m_HudQuadContainerIndex, m_AmmoOffset[CurWeapon] + QuadOffsetSixup, minimum(pCharacter->m_AmmoCount, 10), 0, AmmoOffsetY);
|
Graphics()->RenderQuadContainerEx(m_HudQuadContainerIndex, m_AmmoOffset[CurWeapon] + QuadOffsetSixup, minimum(pCharacter->m_AmmoCount, 10), 0, AmmoOffsetY);
|
||||||
|
|
|
@ -125,9 +125,9 @@ void CItems::RenderProjectile(const CProjectileData *pCurrent, int ItemID)
|
||||||
Graphics()->QuadsSetRotation(0);
|
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()->SetColor(1.f, 1.f, 1.f, Alpha);
|
||||||
Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, m_ProjectileOffset[CurWeapon], Pos.x, Pos.y);
|
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)
|
else if(pCurrent->m_Type == POWERUP_WEAPON)
|
||||||
{
|
{
|
||||||
QuadOffset = m_PickupWeaponOffset[CurWeapon];
|
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)
|
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)
|
else if(pCurrent->m_Type >= POWERUP_ARMOR_SHOTGUN && pCurrent->m_Type <= POWERUP_ARMOR_LASER)
|
||||||
{
|
{
|
||||||
QuadOffset = m_PickupWeaponArmorOffset[pCurrent->m_Type - POWERUP_ARMOR_SHOTGUN];
|
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()->QuadsSetRotation(0);
|
||||||
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
|
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
|
// render head
|
||||||
{
|
{
|
||||||
int CurParticle = (Client()->GameTick(g_Config.m_ClDummy) % 3);
|
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()->QuadsSetRotation(Client()->GameTick(g_Config.m_ClDummy));
|
||||||
Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f);
|
Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f);
|
||||||
Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, m_ParticleSplatOffset[CurParticle], Pos.x, Pos.y);
|
Graphics()->RenderQuadContainerAsSprite(m_ItemsQuadContainerIndex, m_ParticleSplatOffset[CurParticle], Pos.x, Pos.y);
|
||||||
|
|
|
@ -254,7 +254,7 @@ void CKillMessages::OnRender()
|
||||||
x -= 44.0f;
|
x -= 44.0f;
|
||||||
if(m_aKillmsgs[r].m_Weapon >= 0)
|
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);
|
Graphics()->RenderQuadContainerAsSprite(m_SpriteQuadContainerIndex, 4 + m_aKillmsgs[r].m_Weapon, x, y + 28);
|
||||||
}
|
}
|
||||||
x -= 52.0f;
|
x -= 52.0f;
|
||||||
|
|
|
@ -376,7 +376,7 @@ void CMenus::DoLaserPreview(const CUIRect *pRect, const ColorHSLA LaserOutlineCo
|
||||||
|
|
||||||
Graphics()->BlendNormal();
|
Graphics()->BlendNormal();
|
||||||
int SpriteIndex = time_get() % 3;
|
int SpriteIndex = time_get() % 3;
|
||||||
Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_SpriteParticleSplat[SpriteIndex]);
|
Graphics()->TextureSet(GameClient()->m_ParticlesSkin.m_aSpriteParticleSplat[SpriteIndex]);
|
||||||
Graphics()->QuadsBegin();
|
Graphics()->QuadsBegin();
|
||||||
Graphics()->QuadsSetRotation(time_get());
|
Graphics()->QuadsSetRotation(time_get());
|
||||||
Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f);
|
Graphics()->SetColor(OuterColor.r, OuterColor.g, OuterColor.b, 1.0f);
|
||||||
|
|
|
@ -1056,7 +1056,7 @@ void CMenus::RenderGhost(CUIRect MainView)
|
||||||
if(pItem->Active())
|
if(pItem->Active())
|
||||||
{
|
{
|
||||||
Graphics()->WrapClamp();
|
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();
|
Graphics()->QuadsBegin();
|
||||||
IGraphics::CQuadItem QuadItem(Button.x + Button.w / 2, Button.y + Button.h / 2, 20.0f, 20.0f);
|
IGraphics::CQuadItem QuadItem(Button.x + Button.w / 2, Button.y + Button.h / 2, 20.0f, 20.0f);
|
||||||
Graphics()->QuadsDraw(&QuadItem, 1);
|
Graphics()->QuadsDraw(&QuadItem, 1);
|
||||||
|
|
|
@ -206,12 +206,12 @@ bool CParticles::ParticleIsVisibleOnScreen(const vec2 &CurPos, float CurSize)
|
||||||
|
|
||||||
void CParticles::RenderGroup(int Group)
|
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 FirstParticleOffset = SPRITE_PART_SLICE;
|
||||||
int ParticleQuadContainerIndex = m_ParticleQuadContainerIndex;
|
int ParticleQuadContainerIndex = m_ParticleQuadContainerIndex;
|
||||||
if(Group == GROUP_EXTRA)
|
if(Group == GROUP_EXTRA)
|
||||||
{
|
{
|
||||||
aParticles = GameClient()->m_ExtrasSkin.m_SpriteParticles;
|
aParticles = GameClient()->m_ExtrasSkin.m_aSpriteParticles;
|
||||||
FirstParticleOffset = SPRITE_PART_SNOWFLAKE;
|
FirstParticleOffset = SPRITE_PART_SNOWFLAKE;
|
||||||
ParticleQuadContainerIndex = m_ExtraParticleQuadContainerIndex;
|
ParticleQuadContainerIndex = m_ExtraParticleQuadContainerIndex;
|
||||||
}
|
}
|
||||||
|
|
|
@ -461,7 +461,7 @@ void CPlayers::RenderPlayer(
|
||||||
|
|
||||||
// normal weapons
|
// normal weapons
|
||||||
int CurrentWeapon = clamp(Player.m_Weapon, 0, NUM_WEAPONS - 1);
|
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);
|
int QuadOffset = CurrentWeapon * 2 + (Direction.x < 0 ? 1 : 0);
|
||||||
|
|
||||||
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
|
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)
|
if((Player.m_PlayerFlags & PLAYERFLAG_CHATTING) && !m_pClient->m_aClients[ClientID].m_Afk)
|
||||||
{
|
{
|
||||||
int CurEmoticon = (SPRITE_DOTDOT - SPRITE_OOP);
|
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;
|
int QuadOffset = QuadOffsetToEmoticon + CurEmoticon;
|
||||||
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
|
||||||
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f);
|
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]))
|
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);
|
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;
|
int QuadOffset = QuadOffsetToEmoticon + CurEmoticon;
|
||||||
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, Alpha);
|
||||||
Graphics()->RenderQuadContainerAsSprite(m_WeaponEmoteQuadContainerIndex, QuadOffset, Position.x + 24.f, Position.y - 40.f);
|
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);
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, a * Alpha);
|
||||||
// client_datas::emoticon is an offset from the first emoticon
|
// client_datas::emoticon is an offset from the first emoticon
|
||||||
int QuadOffset = QuadOffsetToEmoticon + m_pClient->m_aClients[ClientID].m_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()->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);
|
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||||
|
|
|
@ -222,7 +222,7 @@ void CStatboard::RenderGlobalStats()
|
||||||
continue;
|
continue;
|
||||||
float ScaleX, ScaleY;
|
float ScaleX, ScaleY;
|
||||||
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[i].m_pSpriteBody, 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();
|
Graphics()->QuadsBegin();
|
||||||
if(i == 0)
|
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);
|
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);
|
||||||
|
|
|
@ -2666,7 +2666,7 @@ void CGameClient::LoadGameSkin(const char *pPath, bool AsDir)
|
||||||
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinjaCursor);
|
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponNinjaCursor);
|
||||||
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserCursor);
|
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserCursor);
|
||||||
|
|
||||||
for(auto &SpriteWeaponCursor : m_GameSkin.m_SpriteWeaponCursors)
|
for(auto &SpriteWeaponCursor : m_GameSkin.m_aSpriteWeaponCursors)
|
||||||
{
|
{
|
||||||
SpriteWeaponCursor = IGraphics::CTextureHandle();
|
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_SpriteWeaponNinja);
|
||||||
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaser);
|
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaser);
|
||||||
|
|
||||||
for(auto &SpriteWeapon : m_GameSkin.m_SpriteWeapons)
|
for(auto &SpriteWeapon : m_GameSkin.m_aSpriteWeapons)
|
||||||
{
|
{
|
||||||
SpriteWeapon = IGraphics::CTextureHandle();
|
SpriteWeapon = IGraphics::CTextureHandle();
|
||||||
}
|
}
|
||||||
|
|
||||||
for(auto &SpriteParticle : m_GameSkin.m_SpriteParticles)
|
for(auto &SpriteParticle : m_GameSkin.m_aSpriteParticles)
|
||||||
{
|
{
|
||||||
Graphics()->UnloadTexture(&SpriteParticle);
|
Graphics()->UnloadTexture(&SpriteParticle);
|
||||||
}
|
}
|
||||||
|
|
||||||
for(auto &SpriteStar : m_GameSkin.m_SpriteStars)
|
for(auto &SpriteStar : m_GameSkin.m_aSpriteStars)
|
||||||
{
|
{
|
||||||
Graphics()->UnloadTexture(&SpriteStar);
|
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_SpriteWeaponNinjaProjectile);
|
||||||
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserProjectile);
|
Graphics()->UnloadTexture(&m_GameSkin.m_SpriteWeaponLaserProjectile);
|
||||||
|
|
||||||
for(auto &SpriteWeaponProjectile : m_GameSkin.m_SpriteWeaponProjectiles)
|
for(auto &SpriteWeaponProjectile : m_GameSkin.m_aSpriteWeaponProjectiles)
|
||||||
{
|
{
|
||||||
SpriteWeaponProjectile = IGraphics::CTextureHandle();
|
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_SpritePickupGun);
|
||||||
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupHammer);
|
Graphics()->UnloadTexture(&m_GameSkin.m_SpritePickupHammer);
|
||||||
|
|
||||||
for(auto &SpritePickupWeapon : m_GameSkin.m_SpritePickupWeapons)
|
for(auto &SpritePickupWeapon : m_GameSkin.m_aSpritePickupWeapons)
|
||||||
{
|
{
|
||||||
SpritePickupWeapon = IGraphics::CTextureHandle();
|
SpritePickupWeapon = IGraphics::CTextureHandle();
|
||||||
}
|
}
|
||||||
|
|
||||||
for(auto &SpritePickupWeaponArmor : m_GameSkin.m_SpritePickupWeaponArmor)
|
for(auto &SpritePickupWeaponArmor : m_GameSkin.m_aSpritePickupWeaponArmor)
|
||||||
{
|
{
|
||||||
SpritePickupWeaponArmor = IGraphics::CTextureHandle();
|
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_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_SpriteWeaponLaserCursor = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_CURSOR]);
|
||||||
|
|
||||||
m_GameSkin.m_SpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor;
|
m_GameSkin.m_aSpriteWeaponCursors[0] = m_GameSkin.m_SpriteWeaponHammerCursor;
|
||||||
m_GameSkin.m_SpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor;
|
m_GameSkin.m_aSpriteWeaponCursors[1] = m_GameSkin.m_SpriteWeaponGunCursor;
|
||||||
m_GameSkin.m_SpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor;
|
m_GameSkin.m_aSpriteWeaponCursors[2] = m_GameSkin.m_SpriteWeaponShotgunCursor;
|
||||||
m_GameSkin.m_SpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor;
|
m_GameSkin.m_aSpriteWeaponCursors[3] = m_GameSkin.m_SpriteWeaponGrenadeCursor;
|
||||||
m_GameSkin.m_SpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor;
|
m_GameSkin.m_aSpriteWeaponCursors[4] = m_GameSkin.m_SpriteWeaponLaserCursor;
|
||||||
m_GameSkin.m_SpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor;
|
m_GameSkin.m_aSpriteWeaponCursors[5] = m_GameSkin.m_SpriteWeaponNinjaCursor;
|
||||||
|
|
||||||
// weapons and hook
|
// weapons and hook
|
||||||
m_GameSkin.m_SpriteHookChain = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_HOOK_CHAIN]);
|
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_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_SpriteWeaponLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_BODY]);
|
||||||
|
|
||||||
m_GameSkin.m_SpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer;
|
m_GameSkin.m_aSpriteWeapons[0] = m_GameSkin.m_SpriteWeaponHammer;
|
||||||
m_GameSkin.m_SpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun;
|
m_GameSkin.m_aSpriteWeapons[1] = m_GameSkin.m_SpriteWeaponGun;
|
||||||
m_GameSkin.m_SpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun;
|
m_GameSkin.m_aSpriteWeapons[2] = m_GameSkin.m_SpriteWeaponShotgun;
|
||||||
m_GameSkin.m_SpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade;
|
m_GameSkin.m_aSpriteWeapons[3] = m_GameSkin.m_SpriteWeaponGrenade;
|
||||||
m_GameSkin.m_SpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser;
|
m_GameSkin.m_aSpriteWeapons[4] = m_GameSkin.m_SpriteWeaponLaser;
|
||||||
m_GameSkin.m_SpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja;
|
m_GameSkin.m_aSpriteWeapons[5] = m_GameSkin.m_SpriteWeaponNinja;
|
||||||
|
|
||||||
// particles
|
// particles
|
||||||
for(int i = 0; i < 9; ++i)
|
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
|
// stars
|
||||||
for(int i = 0; i < 3; ++i)
|
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
|
// 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_SpriteWeaponLaserProjectile = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_WEAPON_LASER_PROJ]);
|
||||||
|
|
||||||
m_GameSkin.m_SpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile;
|
m_GameSkin.m_aSpriteWeaponProjectiles[0] = m_GameSkin.m_SpriteWeaponHammerProjectile;
|
||||||
m_GameSkin.m_SpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile;
|
m_GameSkin.m_aSpriteWeaponProjectiles[1] = m_GameSkin.m_SpriteWeaponGunProjectile;
|
||||||
m_GameSkin.m_SpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile;
|
m_GameSkin.m_aSpriteWeaponProjectiles[2] = m_GameSkin.m_SpriteWeaponShotgunProjectile;
|
||||||
m_GameSkin.m_SpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile;
|
m_GameSkin.m_aSpriteWeaponProjectiles[3] = m_GameSkin.m_SpriteWeaponGrenadeProjectile;
|
||||||
m_GameSkin.m_SpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile;
|
m_GameSkin.m_aSpriteWeaponProjectiles[4] = m_GameSkin.m_SpriteWeaponLaserProjectile;
|
||||||
m_GameSkin.m_SpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile;
|
m_GameSkin.m_aSpriteWeaponProjectiles[5] = m_GameSkin.m_SpriteWeaponNinjaProjectile;
|
||||||
|
|
||||||
// muzzles
|
// muzzles
|
||||||
for(int i = 0; i < 3; ++i)
|
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_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_SpritePickupArmorLaser = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PICKUP_ARMOR_LASER]);
|
||||||
|
|
||||||
m_GameSkin.m_SpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer;
|
m_GameSkin.m_aSpritePickupWeapons[0] = m_GameSkin.m_SpritePickupHammer;
|
||||||
m_GameSkin.m_SpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun;
|
m_GameSkin.m_aSpritePickupWeapons[1] = m_GameSkin.m_SpritePickupGun;
|
||||||
m_GameSkin.m_SpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun;
|
m_GameSkin.m_aSpritePickupWeapons[2] = m_GameSkin.m_SpritePickupShotgun;
|
||||||
m_GameSkin.m_SpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade;
|
m_GameSkin.m_aSpritePickupWeapons[3] = m_GameSkin.m_SpritePickupGrenade;
|
||||||
m_GameSkin.m_SpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser;
|
m_GameSkin.m_aSpritePickupWeapons[4] = m_GameSkin.m_SpritePickupLaser;
|
||||||
m_GameSkin.m_SpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja;
|
m_GameSkin.m_aSpritePickupWeapons[5] = m_GameSkin.m_SpritePickupNinja;
|
||||||
|
|
||||||
m_GameSkin.m_SpritePickupWeaponArmor[0] = m_GameSkin.m_SpritePickupArmorShotgun;
|
m_GameSkin.m_aSpritePickupWeaponArmor[0] = m_GameSkin.m_SpritePickupArmorShotgun;
|
||||||
m_GameSkin.m_SpritePickupWeaponArmor[1] = m_GameSkin.m_SpritePickupArmorGrenade;
|
m_GameSkin.m_aSpritePickupWeaponArmor[1] = m_GameSkin.m_SpritePickupArmorGrenade;
|
||||||
m_GameSkin.m_SpritePickupWeaponArmor[2] = m_GameSkin.m_SpritePickupArmorNinja;
|
m_GameSkin.m_aSpritePickupWeaponArmor[2] = m_GameSkin.m_SpritePickupArmorNinja;
|
||||||
m_GameSkin.m_SpritePickupWeaponArmor[3] = m_GameSkin.m_SpritePickupArmorLaser;
|
m_GameSkin.m_aSpritePickupWeaponArmor[3] = m_GameSkin.m_SpritePickupArmorLaser;
|
||||||
|
|
||||||
// flags
|
// flags
|
||||||
m_GameSkin.m_SpriteFlagBlue = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_FLAG_BLUE]);
|
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)
|
if(m_EmoticonsSkinLoaded)
|
||||||
{
|
{
|
||||||
for(auto &SpriteEmoticon : m_EmoticonsSkin.m_SpriteEmoticons)
|
for(auto &SpriteEmoticon : m_EmoticonsSkin.m_aSpriteEmoticons)
|
||||||
Graphics()->UnloadTexture(&SpriteEmoticon);
|
Graphics()->UnloadTexture(&SpriteEmoticon);
|
||||||
|
|
||||||
m_EmoticonsSkinLoaded = false;
|
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))
|
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)
|
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;
|
m_EmoticonsSkinLoaded = true;
|
||||||
Graphics()->FreePNG(&ImgInfo);
|
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_SpriteParticleSlice);
|
||||||
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleBall);
|
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(&SpriteParticleSplat);
|
||||||
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleSmoke);
|
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleSmoke);
|
||||||
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleShell);
|
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_SpriteParticleAirJump);
|
||||||
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleHit);
|
Graphics()->UnloadTexture(&m_ParticlesSkin.m_SpriteParticleHit);
|
||||||
|
|
||||||
for(auto &SpriteParticle : m_ParticlesSkin.m_SpriteParticles)
|
for(auto &SpriteParticle : m_ParticlesSkin.m_aSpriteParticles)
|
||||||
SpriteParticle = IGraphics::CTextureHandle();
|
SpriteParticle = IGraphics::CTextureHandle();
|
||||||
|
|
||||||
m_ParticlesSkinLoaded = false;
|
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_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]);
|
m_ParticlesSkin.m_SpriteParticleBall = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_BALL]);
|
||||||
for(int i = 0; i < 3; ++i)
|
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_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_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_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_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_SpriteParticleHit = Graphics()->LoadSpriteTexture(ImgInfo, &g_pData->m_aSprites[SPRITE_PART_HIT01]);
|
||||||
|
|
||||||
m_ParticlesSkin.m_SpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice;
|
m_ParticlesSkin.m_aSpriteParticles[0] = m_ParticlesSkin.m_SpriteParticleSlice;
|
||||||
m_ParticlesSkin.m_SpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall;
|
m_ParticlesSkin.m_aSpriteParticles[1] = m_ParticlesSkin.m_SpriteParticleBall;
|
||||||
for(int i = 0; i < 3; ++i)
|
for(int i = 0; i < 3; ++i)
|
||||||
m_ParticlesSkin.m_SpriteParticles[2 + i] = m_ParticlesSkin.m_SpriteParticleSplat[i];
|
m_ParticlesSkin.m_aSpriteParticles[2 + i] = m_ParticlesSkin.m_aSpriteParticleSplat[i];
|
||||||
m_ParticlesSkin.m_SpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke;
|
m_ParticlesSkin.m_aSpriteParticles[5] = m_ParticlesSkin.m_SpriteParticleSmoke;
|
||||||
m_ParticlesSkin.m_SpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell;
|
m_ParticlesSkin.m_aSpriteParticles[6] = m_ParticlesSkin.m_SpriteParticleShell;
|
||||||
m_ParticlesSkin.m_SpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl;
|
m_ParticlesSkin.m_aSpriteParticles[7] = m_ParticlesSkin.m_SpriteParticleExpl;
|
||||||
m_ParticlesSkin.m_SpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump;
|
m_ParticlesSkin.m_aSpriteParticles[8] = m_ParticlesSkin.m_SpriteParticleAirJump;
|
||||||
m_ParticlesSkin.m_SpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit;
|
m_ParticlesSkin.m_aSpriteParticles[9] = m_ParticlesSkin.m_SpriteParticleHit;
|
||||||
|
|
||||||
m_ParticlesSkinLoaded = true;
|
m_ParticlesSkinLoaded = true;
|
||||||
free(ImgInfo.m_pData);
|
free(ImgInfo.m_pData);
|
||||||
|
@ -3124,7 +3124,7 @@ void CGameClient::LoadExtrasSkin(const char *pPath, bool AsDir)
|
||||||
{
|
{
|
||||||
Graphics()->UnloadTexture(&m_ExtrasSkin.m_SpriteParticleSnowflake);
|
Graphics()->UnloadTexture(&m_ExtrasSkin.m_SpriteParticleSnowflake);
|
||||||
|
|
||||||
for(auto &SpriteParticle : m_ExtrasSkin.m_SpriteParticles)
|
for(auto &SpriteParticle : m_ExtrasSkin.m_aSpriteParticles)
|
||||||
SpriteParticle = IGraphics::CTextureHandle();
|
SpriteParticle = IGraphics::CTextureHandle();
|
||||||
|
|
||||||
m_ExtrasSkinLoaded = false;
|
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))
|
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_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;
|
m_ExtrasSkinLoaded = true;
|
||||||
free(ImgInfo.m_pData);
|
free(ImgInfo.m_pData);
|
||||||
}
|
}
|
||||||
|
|
|
@ -548,7 +548,7 @@ public:
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponNinjaCursor;
|
IGraphics::CTextureHandle m_SpriteWeaponNinjaCursor;
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponLaserCursor;
|
IGraphics::CTextureHandle m_SpriteWeaponLaserCursor;
|
||||||
|
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponCursors[6];
|
IGraphics::CTextureHandle m_aSpriteWeaponCursors[6];
|
||||||
|
|
||||||
// weapons and hook
|
// weapons and hook
|
||||||
IGraphics::CTextureHandle m_SpriteHookChain;
|
IGraphics::CTextureHandle m_SpriteHookChain;
|
||||||
|
@ -560,13 +560,13 @@ public:
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponNinja;
|
IGraphics::CTextureHandle m_SpriteWeaponNinja;
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponLaser;
|
IGraphics::CTextureHandle m_SpriteWeaponLaser;
|
||||||
|
|
||||||
IGraphics::CTextureHandle m_SpriteWeapons[6];
|
IGraphics::CTextureHandle m_aSpriteWeapons[6];
|
||||||
|
|
||||||
// particles
|
// particles
|
||||||
IGraphics::CTextureHandle m_SpriteParticles[9];
|
IGraphics::CTextureHandle m_aSpriteParticles[9];
|
||||||
|
|
||||||
// stars
|
// stars
|
||||||
IGraphics::CTextureHandle m_SpriteStars[3];
|
IGraphics::CTextureHandle m_aSpriteStars[3];
|
||||||
|
|
||||||
// projectiles
|
// projectiles
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponGunProjectile;
|
IGraphics::CTextureHandle m_SpriteWeaponGunProjectile;
|
||||||
|
@ -576,7 +576,7 @@ public:
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponNinjaProjectile;
|
IGraphics::CTextureHandle m_SpriteWeaponNinjaProjectile;
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponLaserProjectile;
|
IGraphics::CTextureHandle m_SpriteWeaponLaserProjectile;
|
||||||
|
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponProjectiles[6];
|
IGraphics::CTextureHandle m_aSpriteWeaponProjectiles[6];
|
||||||
|
|
||||||
// muzzles
|
// muzzles
|
||||||
IGraphics::CTextureHandle m_SpriteWeaponGunMuzzles[3];
|
IGraphics::CTextureHandle m_SpriteWeaponGunMuzzles[3];
|
||||||
|
@ -599,8 +599,8 @@ public:
|
||||||
IGraphics::CTextureHandle m_SpritePickupGun;
|
IGraphics::CTextureHandle m_SpritePickupGun;
|
||||||
IGraphics::CTextureHandle m_SpritePickupHammer;
|
IGraphics::CTextureHandle m_SpritePickupHammer;
|
||||||
|
|
||||||
IGraphics::CTextureHandle m_SpritePickupWeapons[6];
|
IGraphics::CTextureHandle m_aSpritePickupWeapons[6];
|
||||||
IGraphics::CTextureHandle m_SpritePickupWeaponArmor[4];
|
IGraphics::CTextureHandle m_aSpritePickupWeaponArmor[4];
|
||||||
|
|
||||||
// flags
|
// flags
|
||||||
IGraphics::CTextureHandle m_SpriteFlagBlue;
|
IGraphics::CTextureHandle m_SpriteFlagBlue;
|
||||||
|
@ -625,13 +625,13 @@ public:
|
||||||
{
|
{
|
||||||
IGraphics::CTextureHandle m_SpriteParticleSlice;
|
IGraphics::CTextureHandle m_SpriteParticleSlice;
|
||||||
IGraphics::CTextureHandle m_SpriteParticleBall;
|
IGraphics::CTextureHandle m_SpriteParticleBall;
|
||||||
IGraphics::CTextureHandle m_SpriteParticleSplat[3];
|
IGraphics::CTextureHandle m_aSpriteParticleSplat[3];
|
||||||
IGraphics::CTextureHandle m_SpriteParticleSmoke;
|
IGraphics::CTextureHandle m_SpriteParticleSmoke;
|
||||||
IGraphics::CTextureHandle m_SpriteParticleShell;
|
IGraphics::CTextureHandle m_SpriteParticleShell;
|
||||||
IGraphics::CTextureHandle m_SpriteParticleExpl;
|
IGraphics::CTextureHandle m_SpriteParticleExpl;
|
||||||
IGraphics::CTextureHandle m_SpriteParticleAirJump;
|
IGraphics::CTextureHandle m_SpriteParticleAirJump;
|
||||||
IGraphics::CTextureHandle m_SpriteParticleHit;
|
IGraphics::CTextureHandle m_SpriteParticleHit;
|
||||||
IGraphics::CTextureHandle m_SpriteParticles[10];
|
IGraphics::CTextureHandle m_aSpriteParticles[10];
|
||||||
};
|
};
|
||||||
|
|
||||||
SClientParticlesSkin m_ParticlesSkin;
|
SClientParticlesSkin m_ParticlesSkin;
|
||||||
|
@ -639,7 +639,7 @@ public:
|
||||||
|
|
||||||
struct SClientEmoticonsSkin
|
struct SClientEmoticonsSkin
|
||||||
{
|
{
|
||||||
IGraphics::CTextureHandle m_SpriteEmoticons[16];
|
IGraphics::CTextureHandle m_aSpriteEmoticons[16];
|
||||||
};
|
};
|
||||||
|
|
||||||
SClientEmoticonsSkin m_EmoticonsSkin;
|
SClientEmoticonsSkin m_EmoticonsSkin;
|
||||||
|
@ -683,7 +683,7 @@ public:
|
||||||
struct SClientExtrasSkin
|
struct SClientExtrasSkin
|
||||||
{
|
{
|
||||||
IGraphics::CTextureHandle m_SpriteParticleSnowflake;
|
IGraphics::CTextureHandle m_SpriteParticleSnowflake;
|
||||||
IGraphics::CTextureHandle m_SpriteParticles[1];
|
IGraphics::CTextureHandle m_aSpriteParticles[1];
|
||||||
};
|
};
|
||||||
|
|
||||||
SClientExtrasSkin m_ExtrasSkin;
|
SClientExtrasSkin m_ExtrasSkin;
|
||||||
|
|
Loading…
Reference in a new issue