Rename variables i to ModType and n to LayerType

This commit is contained in:
Robert Müller 2024-03-16 17:58:48 +01:00
parent 29d924e061
commit f1deec2c84

View file

@ -219,9 +219,9 @@ IGraphics::CTextureHandle CMapImages::GetEntities(EMapImageEntityLayerType Entit
uint8_t *pBuildImgData = (uint8_t *)malloc(BuildImageSize);
// build game layer
for(int n = 0; n < MAP_IMAGE_ENTITY_LAYER_TYPE_COUNT; ++n)
for(int LayerType = 0; LayerType < MAP_IMAGE_ENTITY_LAYER_TYPE_COUNT; ++LayerType)
{
dbg_assert(!m_aaEntitiesTextures[(EntitiesModType * 2) + (int)EntitiesAreMasked][n].IsValid(), "entities texture already loaded when it should not be");
dbg_assert(!m_aaEntitiesTextures[(EntitiesModType * 2) + (int)EntitiesAreMasked][LayerType].IsValid(), "entities texture already loaded when it should not be");
// set everything transparent
mem_zero(pBuildImgData, BuildImageSize);
@ -236,10 +236,10 @@ IGraphics::CTextureHandle CMapImages::GetEntities(EMapImageEntityLayerType Entit
{
if(EntitiesModType == MAP_IMAGE_MOD_TYPE_DDNET || TileIndex != TILE_BOOST)
{
if(n == MAP_IMAGE_ENTITY_LAYER_TYPE_ALL_EXCEPT_SWITCH && !IsValidGameTile((int)TileIndex) && !IsValidFrontTile((int)TileIndex) && !IsValidSpeedupTile((int)TileIndex) &&
if(LayerType == MAP_IMAGE_ENTITY_LAYER_TYPE_ALL_EXCEPT_SWITCH && !IsValidGameTile((int)TileIndex) && !IsValidFrontTile((int)TileIndex) && !IsValidSpeedupTile((int)TileIndex) &&
!IsValidTeleTile((int)TileIndex) && !IsValidTuneTile((int)TileIndex))
ValidTile = false;
else if(n == MAP_IMAGE_ENTITY_LAYER_TYPE_SWITCH)
else if(LayerType == MAP_IMAGE_ENTITY_LAYER_TYPE_SWITCH)
{
if(!IsValidSwitchTile((int)TileIndex))
ValidTile = false;
@ -260,7 +260,7 @@ IGraphics::CTextureHandle CMapImages::GetEntities(EMapImageEntityLayerType Entit
}
}
if(n == MAP_IMAGE_ENTITY_LAYER_TYPE_SWITCH && TileIndex == TILE_SWITCHTIMEDOPEN)
if(LayerType == MAP_IMAGE_ENTITY_LAYER_TYPE_SWITCH && TileIndex == TILE_SWITCHTIMEDOPEN)
TileIndex = 8;
int X = TileIndex % 16;
@ -274,7 +274,7 @@ IGraphics::CTextureHandle CMapImages::GetEntities(EMapImageEntityLayerType Entit
}
}
m_aaEntitiesTextures[(EntitiesModType * 2) + (int)EntitiesAreMasked][n] = Graphics()->LoadTextureRaw(ImgInfo.m_Width, ImgInfo.m_Height, ImgInfo.m_Format, pBuildImgData, TextureLoadFlag, aPath);
m_aaEntitiesTextures[(EntitiesModType * 2) + (int)EntitiesAreMasked][LayerType] = Graphics()->LoadTextureRaw(ImgInfo.m_Width, ImgInfo.m_Height, ImgInfo.m_Format, pBuildImgData, TextureLoadFlag, aPath);
}
free(pBuildImgData);
@ -322,20 +322,20 @@ void CMapImages::ChangeEntitiesPath(const char *pPath)
str_format(m_aEntitiesPath, sizeof(m_aEntitiesPath), "assets/entities/%s", pPath);
}
for(int i = 0; i < MAP_IMAGE_MOD_TYPE_COUNT * 2; ++i)
for(int ModType = 0; ModType < MAP_IMAGE_MOD_TYPE_COUNT * 2; ++ModType)
{
if(m_aEntitiesIsLoaded[i])
if(m_aEntitiesIsLoaded[ModType])
{
for(int n = 0; n < MAP_IMAGE_ENTITY_LAYER_TYPE_COUNT; ++n)
for(int LayerType = 0; LayerType < MAP_IMAGE_ENTITY_LAYER_TYPE_COUNT; ++LayerType)
{
if(m_aaEntitiesTextures[i][n].IsValid())
if(m_aaEntitiesTextures[ModType][LayerType].IsValid())
{
Graphics()->UnloadTexture(&(m_aaEntitiesTextures[i][n]));
Graphics()->UnloadTexture(&(m_aaEntitiesTextures[ModType][LayerType]));
}
m_aaEntitiesTextures[i][n] = IGraphics::CTextureHandle();
m_aaEntitiesTextures[ModType][LayerType] = IGraphics::CTextureHandle();
}
m_aEntitiesIsLoaded[i] = false;
m_aEntitiesIsLoaded[ModType] = false;
}
}
}