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synced 2025-09-16 11:06:06 -04:00
simplify text in default animations.txt
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6ceebd8345
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@ -850,7 +850,7 @@ static ReturnCode Dat_ReadFieldData(struct Stream* stream, struct JFieldDesc* fi
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case JFIELD_OBJECT: {
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/* Luckily for us, we only have to account for blockMap object */
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/* Other objects (e.g. player) are stored after the fields we actually care about, so ignore them */
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fieldName = String_FromRawArray(field->FieldName);
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fieldName = String_FromRaw((char*)field->FieldName, JNAME_SIZE);
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if (!String_CaselessEqualsConst(&fieldName, "blockMap")) return 0;
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if ((res = stream->ReadU8(stream, &typeCode))) return res;
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@ -920,7 +920,7 @@ ReturnCode Dat_Load(struct Stream* stream) {
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for (i = 0; i < obj.FieldsCount; i++) {
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field = &obj.Fields[i];
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if ((res = Dat_ReadFieldData(&compStream, field))) return res;
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fieldName = String_FromRawArray(field->FieldName);
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fieldName = String_FromRaw((char*)field->FieldName, JNAME_SIZE);
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if (String_CaselessEqualsConst(&fieldName, "width")) {
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World.Width = Dat_I32(field);
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@ -886,7 +886,7 @@ ReturnCode Gfx_TakeScreenshot(struct Stream* output) {
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res = IDirect3DSurface9_LockRect(temp, &rect, NULL, D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE);
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if (res) goto finished;
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{
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Bitmap_Init(bmp, desc.Width, desc.Height, rect.pBits);
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Bitmap_Init(bmp, desc.Width, desc.Height, (uint8_t*)rect.pBits);
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res = Png_Encode(&bmp, output, NULL, false);
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if (res) { IDirect3DSurface9_UnlockRect(temp); goto finished; }
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}
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@ -1090,7 +1090,7 @@ static void Gfx_DoMipmaps(int x, int y, Bitmap* bmp, bool partial) {
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if (width > 1) width /= 2;
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if (height > 1) height /= 2;
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cur = Mem_Alloc(width * height, 4, "mipmaps");
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cur = (uint8_t*)Mem_Alloc(width * height, 4, "mipmaps");
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Gfx_GenMipmaps(width, height, cur, prev);
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if (partial) {
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@ -321,7 +321,8 @@ static void MapRenderer_FreeChunks(void) {
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static void MapRenderer_AllocateParts(void) {
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uint32_t count = MapRenderer_ChunksCount * MapRenderer_1DUsedCount;
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partsBuffer_Raw = Mem_AllocCleared(count * 2, sizeof(struct ChunkPartInfo), "chunk parts");
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partsBuffer_Raw = (struct ChunkPartInfo*)Mem_AllocCleared(count * 2, sizeof(struct ChunkPartInfo), "chunk parts");
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MapRenderer_PartsNormal = partsBuffer_Raw;
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MapRenderer_PartsTranslucent = partsBuffer_Raw + count;
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}
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@ -470,7 +470,7 @@ static void Classic_LevelDataChunk(uint8_t* data) {
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#else
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if (cpe_extBlocks && value) {
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/* Only allocate map2 when needed */
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if (!map2_blocks) map2_blocks = Mem_Alloc(map_volume, 1, "map blocks upper");
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if (!map2_blocks) map2_blocks = (BlockRaw*)Mem_Alloc(map_volume, 1, "map blocks upper");
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left = map_volume - map2_index;
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map2_stream.Read(&map2_stream, &map2_blocks[map2_index], left, &read);
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@ -324,7 +324,7 @@ static ReturnCode ZipPatcher_WritePng(struct Stream* s, struct ResourceTexture*
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*-------------------------------------------------------Texture patcher---------------------------------------------------*
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*#########################################################################################################################*/
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#define ANIMS_TXT_CONTENTS \
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"# This file defines the animations used in a texture pack for ClassicalSharp and other supporting applications.\r\n" \
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"# This file defines the animations used in a texture pack for ClassiCube.\r\n" \
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"# Each line is in the format : <TileX> <TileY> <FrameX> <FrameY> <Frame size> <Frames count> <Tick delay>\r\n" \
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"# - TileX and TileY are the coordinates of the tile in terrain.png that will be replaced by the animation frames.\r\n" \
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"# Essentially, TileX and TileY are the remainder and quotient of an ID in F10 menu divided by 16\r\n" \
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@ -336,8 +336,8 @@ static ReturnCode ZipPatcher_WritePng(struct Stream* s, struct ResourceTexture*
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"# - Tick delay is the number of ticks a frame doesn't change. For instance, delay of 0\r\n" \
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"# means that the tile would be replaced every tick, while delay of 2 means\r\n" \
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"# 'replace with frame 1, don't change frame, don't change frame, replace with frame 2'.\r\n" \
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"# NOTE: If a file called 'uselavaanim' is in the texture pack, ClassicalSharp 0.99.2 onwards uses its built - in dynamic generation for the lava texture animation.\r\n" \
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"# NOTE : If a file called 'usewateranim' is in the texture pack, ClassicalSharp 0.99.5 onwards uses its built - in dynamic generation for the water texture animation.\r\n" \
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"# NOTE: If a file called 'uselavaanim' is in the texture pack, the game instead generates the lava texture animation.\r\n" \
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"# NOTE: If a file called 'usewateranim' is in the texture pack, the game instead generates the water texture animation.\r\n" \
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"\r\n" \
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"# fire\r\n" \
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"6 2 0 0 16 32 0"
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