diff --git a/src/r_things.h b/src/r_things.h index dd9b227f8..05d6fb27b 100644 --- a/src/r_things.h +++ b/src/r_things.h @@ -18,21 +18,23 @@ #include "r_patch.h" #include "r_portal.h" #include "r_defs.h" +#include "r_skins.h" -// number of sprite lumps for spritewidth,offset,topoffset lookup tables -// Fab: this is a hack : should allocate the lookup tables per sprite -#define MAXVISSPRITES 2048 // added 2-2-98 was 128 - -#define VISSPRITECHUNKBITS 6 // 2^6 = 64 sprites per chunk -#define VISSPRITESPERCHUNK (1 << VISSPRITECHUNKBITS) -#define VISSPRITEINDEXMASK (VISSPRITESPERCHUNK - 1) +// -------------- +// SPRITE LOADING +// -------------- #define FEETADJUST (4<dispoffset, affects ordering but not drawing } vissprite_t; +extern UINT32 visspritecount; + +// ---------- +// DRAW NODES +// ---------- + // A drawnode is something that points to a 3D floor, 3D side, or masked // middle texture. This is used for sorting with sprites. typedef struct drawnode_s @@ -188,10 +201,12 @@ typedef struct drawnode_s struct drawnode_s *prev; } drawnode_t; -extern UINT32 visspritecount; - void R_InitDrawNodes(void); +// ----------------------- +// SPRITE FRAME CHARACTERS +// ----------------------- + // Functions to go from sprite character ID to frame number // for 2.1 compatibility this still uses the old 'A' + frame code // The use of symbols tends to be painful for wad editors though