cnt := -1;
for rec in mapTextureList do
begin
- Inc(cnt);
+ cnt += 1;
if not usedTextures.has(toLowerCase1251(rec.Resource)) then
begin
rec.tagInt := -1; // just in case
e_LogWritefln(' Loading texture #%d: %s', [cnt, rec.Resource]);
{$ENDIF}
//if g_Map_IsSpecialTexture(s) then e_WriteLog(' SPECIAL!', MSG_NOTIFY);
+ // TODO: Unify the texture reader - static textures are a special case of dynamic ones, just with only one frame.
if rec.Anim then
begin
// Àíèìèðîâàííàÿ òåêñòóðà
ntn := CreateAnimTexture(rec.Resource, FileName, True);
- if (ntn < 0) then g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [rec.Resource]));
+ if (ntn < 0) then
+ begin
+ // FIXME: I think, CreateAnimTexture() will load static textures too, just as animated ones with one frame.
+ ntn := CreateTexture(rec.Resource, FileName, False);
+ if (ntn < 0) then
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_ANIM], [rec.Resource]))
+ else
+ begin
+ rec.user['animated'] := False;
+ e_LogWritefln(' wrong (outdated?) anim flag hint - texture #%d is actually static: %s', [cnt, rec.Resource]);
+ end;
+ end;
end
else
begin
// Îáû÷íàÿ òåêñòóðà
ntn := CreateTexture(rec.Resource, FileName, True);
- if (ntn < 0) then g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [rec.Resource]));
+ if (ntn < 0) then
+ begin
+ ntn := CreateAnimTexture(rec.Resource, FileName, False);
+ if (ntn < 0) then
+ g_SimpleError(Format(_lc[I_GAME_ERROR_TEXTURE_SIMPLE], [rec.Resource]))
+ else
+ begin
+ rec.user['animated'] := True;
+ e_LogWritefln(' wrong (outdated?) anim flag hint - texture #%d is actually animated: %s', [cnt, rec.Resource]);
+ end;
+ end;
end;
if (ntn < 0) then ntn := CreateNullTexture(rec.Resource);