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601c8c1504
* The hash of textures is now computed the first time they are used. The hash is recomputed if the content might have changed. * In some games, textures are used as rendering targets (e.g. a mirror or a portal in Portal). The hash calculation of these textures might slow down the game. -> there is an option to disable the computation of hashes for rendering targets. * Enable or Disable the support of tpf mods affect now the game immediately. * Little rearrangements in the GUI. * uMod can now extract the content of mods to disk and the game loads the textures from there. This solves the huge memory problem of uMod.
42 lines
678 B
C++
42 lines
678 B
C++
/*
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* uMod_ModElement.cpp
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*
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* Created on: 26.06.2012
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* Author: marts
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*/
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#include "uMod_Main.h"
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int uMod_ModElement::Release()
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{
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if (--myCounter==0)
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{
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delete this;
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return 0;
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}
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else
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return myCounter;
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}
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void uMod_TextureElement::DeleteFileOnDisk(void)
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{
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//wxMessageBox(myExtractedFile, "here");
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if (!myExtractedFile.IsEmpty())
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if (wxFileExists(myExtractedFile))
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wxRemoveFile(myExtractedFile);
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}
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int Compare_uMod_TextureElement(uMod_TextureElement* a,uMod_TextureElement* b)
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{
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if ( a->Hash() < b->Hash()) return -1;
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else if ( a->Hash() == b->Hash()) return 0;
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else return +1;
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}
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