Add to some of the Sprite Arrays the array prefix

This commit is contained in:
c0d3d3v 2022-06-25 10:39:39 +02:00
parent ed2c514aa7
commit dd1cdfcf2c
No known key found for this signature in database
GPG key ID: 068AF680530DFF31
12 changed files with 83 additions and 83 deletions

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@ -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;)
{ {

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@ -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();

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@ -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);

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@ -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);

View file

@ -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;

View file

@ -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);

View file

@ -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);

View file

@ -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;
} }

View file

@ -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);

View file

@ -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);

View file

@ -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);
} }

View file

@ -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;