Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
55 lines
1.2 KiB
C++
55 lines
1.2 KiB
C++
// PP2KTexturePool.cpp: implementation of the PP2KTexturePool class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "PP2KTexturePool.h"
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#include<Gameos\\Toolos.hpp>
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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PP2KTexturePool::PP2KTexturePool(const char* path,const char* hint_file):TGAFilePool(path,hint_file)
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{
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HintFile=new NotationFile(texturePath+"Textures.hint");
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}
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bool PP2KTexturePool::LoadImageGOS(GOSImage *image, int t)
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{
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/*
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MString full_name,file_name = texturePath;
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file_name += image->imageName;
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full_name =file_name;
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full_name +=".png";
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const char *tstr;
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if(!gos_DoesFileExist(full_name))
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{
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full_name=file_name;
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full_name += ".tga";
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if(!gos_DoesFileExist(full_name))
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{
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Page *page=HintFile->FindPage(image->imageName);
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if(page && page->GetEntry("alias",&tstr))
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{
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image->imageName=tstr;
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}
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else
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{
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}
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}
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}
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*/
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return TGAFilePool::LoadImageGOS(image,t);
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}
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PP2KTexturePool::~PP2KTexturePool()
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{
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delete HintFile;
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}
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