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Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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44ecb677ad | ||
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3e99f4d142 |
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+9
-10
@@ -2345,9 +2345,7 @@ static void P_RunLevelScript(const char *scriptname)
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lumpnum_t lumpnum;
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char newname[9];
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strncpy(newname, scriptname, 8);
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newname[8] = '\0';
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strlcpy(newname, scriptname, sizeof(newname));
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lumpnum = W_CheckNumForName(newname);
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@@ -3314,6 +3312,12 @@ UINT16 P_PartialAddWadFile(const char *wadfilename, boolean local)
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if (!mapsadded)
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CONS_Printf(M_GetText("No maps added\n"));
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#ifdef HWRENDER
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// Free GPU textures before freeing patches.
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if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED))
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HWR_ClearAllTextures();
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#endif
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//
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// search for sprite replacements
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//
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@@ -3324,7 +3328,7 @@ UINT16 P_PartialAddWadFile(const char *wadfilename, boolean local)
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// Reload it all anyway, just in case they
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// added some textures but didn't insert a
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// TEXTURES/etc. list.
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//R_LoadTexturesPwad(wadnum);
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R_LoadTexturesPwad(wadnum);
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// everything from MultiSetupWadFile until ST_Start was here originally
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@@ -3388,13 +3392,8 @@ boolean P_MultiSetupWadFiles(boolean fullsetup)
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if (partadd_stage == 1)
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{
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#ifdef HWRENDER
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// Free GPU textures before freeing patches.
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if (rendermode == render_opengl && (vid.glstate == VID_GL_LIBRARY_LOADED))
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HWR_ClearAllTextures();
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#endif
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// Reload all textures, unconditionally for better or worse.
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R_LoadTextures();
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//R_LoadTextures();
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if (fullsetup)
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++partadd_stage;
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+242
-149
@@ -235,6 +235,7 @@ UINT32 ASTBlendTexturePixel(RGBA_t background, RGBA_t foreground, int style, UIN
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// Painfully simple texture id cacheing to make maps load faster. :3
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static struct {
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char name[9];
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UINT32 hash;
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INT32 id;
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} *tidcache = NULL;
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static INT32 tidcachelen = 0;
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@@ -520,32 +521,151 @@ void R_FlushTextureCache(void)
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int R_CountTexturesInTEXTURESLump(UINT16 wadNum, UINT16 lumpNum);
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void R_ParseTEXTURESLump(UINT16 wadNum, UINT16 lumpNum, INT32 *index);
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//
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// R_LoadTextures
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// Initializes the texture list with the textures from the world map.
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//
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#define TX_START "TX_START"
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#define TX_END "TX_END"
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void R_LoadTextures(void)
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static INT32
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Rloadtextures (INT32 i, INT32 w)
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{
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INT32 i, k, w;
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UINT16 j;
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INT32 k;
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UINT16 texstart, texend, texturesLumpPos;
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softwarepatch_t *patchlump;
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texpatch_t *patch;
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texture_t *texture;
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// Free previous memory before numtextures change.
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if (numtextures)
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// Get the lump numbers for the markers in the WAD, if they exist.
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if (W_FileHasFolders(wadfiles[w]))
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{
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for (i = 0; i < numtextures; i++)
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texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0);
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texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart);
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
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while (texturesLumpPos != INT16_MAX)
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{
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Z_Free(textures[i]);
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Z_Free(texturecache[i]);
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R_ParseTEXTURESLump(w, texturesLumpPos, &i);
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, texturesLumpPos + 1);
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}
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Z_Free(texturetranslation);
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Z_Free(textures);
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}
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else
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{
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texstart = W_CheckNumForMarkerStartPwad(TX_START, (UINT16)w, 0);
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texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0);
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
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if (texturesLumpPos != INT16_MAX)
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R_ParseTEXTURESLump(w, texturesLumpPos, &i);
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}
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if (texstart == INT16_MAX || texend == INT16_MAX)
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return i;
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// Work through each lump between the markers in the WAD.
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for (j = 0; j < (texend - texstart); j++)
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{
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UINT16 wadnum = (UINT16)w;
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lumpnum_t lumpnum = texstart + j;
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if (W_FileHasFolders(wadfiles[w]))
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{
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if (W_IsLumpFolder(wadnum, lumpnum)) // Check if lump is a folder
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continue; // If it is then SKIP IT
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}
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patchlump = (softwarepatch_t *)W_CacheLumpNumPwad(wadnum, lumpnum, PU_STATIC);
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//CONS_Printf("\n\"%s\" is a single patch, dimensions %d x %d",W_CheckNameForNumPwad((wadnum, lumpnum), patchlump->width, patchlump->height);
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texture = textures[i] = Z_Calloc(sizeof(texture_t) + sizeof(texpatch_t), PU_STATIC, NULL);
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// Set texture properties.
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M_Memcpy(texture->name, W_CheckNameForNumPwad(wadnum, lumpnum), sizeof(texture->name));
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texture->hash = quickncasehash(texture->name, 8);
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texture->width = SHORT(patchlump->width);
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texture->height = SHORT(patchlump->height);
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texture->type = TEXTURETYPE_SINGLEPATCH;
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texture->patchcount = 1;
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texture->holes = false;
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// Allocate information for the texture's patches.
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patch = &texture->patches[0];
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patch->originx = patch->originy = 0;
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patch->wad = wadnum;
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patch->lump = texstart + j;
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Z_Free(patchlump);
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// determine width power of 2
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#if 1
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// [WDJ] only need to determine if exact power of 2.
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k = 1;
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while (k < texture->width)
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k<<=1;
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#else
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// Largest power of 2 that fits within width.
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k = 1;
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while (k << 1 <= texture->width)
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k <<= 1;
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#endif
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if (k != texture->width)
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{
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// Odd width
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k = 1; // make texturewidthmask = 0
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}
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texturewidthmask[i] = k - 1;
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textureheight[i] = texture->height << FRACBITS;
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i++;
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}
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return i;
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}
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static INT32
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count_range
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( const char * marker_start,
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const char * marker_end,
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const char * folder,
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UINT16 wadnum)
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{
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UINT16 j;
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UINT16 texstart, texend;
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INT32 count = 0;
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// Count flats
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if (W_FileHasFolders(wadfiles[wadnum]))
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{
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texstart = W_CheckNumForFolderStartPK3(folder, wadnum, 0);
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texend = W_CheckNumForFolderEndPK3(folder, wadnum, texstart);
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}
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else
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{
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texstart = W_CheckNumForMarkerStartPwad(marker_start, wadnum, 0);
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texend = W_CheckNumForNamePwad(marker_end, wadnum, texstart);
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}
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if (texstart != INT16_MAX && texend != INT16_MAX)
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{
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// PK3s have subfolders, so we can't just make a simple sum
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if (W_FileHasFolders(wadfiles[wadnum]))
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{
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for (j = texstart; j < texend; j++)
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{
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if (!W_IsLumpFolder(wadnum, j)) // Check if lump is a folder; if not, then count it
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count++;
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}
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}
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else // Add all the textures between markers
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{
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count += (texend - texstart);
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}
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}
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return count;
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}
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static INT32 R_CountTextures(UINT16 wadnum)
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{
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UINT16 texturesLumpPos;
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INT32 count = 0;
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// Load patches and textures.
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@@ -554,159 +674,127 @@ void R_LoadTextures(void)
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// the markers.
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// This system will allocate memory for all duplicate/patched textures even if it never uses them,
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// but the alternative is to spend a ton of time checking and re-checking all previous entries just to skip any potentially patched textures.
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for (w = 0, numtextures = 0; w < numwadfiles; w++)
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// Count the textures from TEXTURES lumps
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", wadnum, 0);
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while (texturesLumpPos != INT16_MAX)
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{
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if (W_FileHasFolders(wadfiles[w]))
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{
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texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0);
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texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart);
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}
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else
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{
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texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0) + 1;
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texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0);
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}
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
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while (texturesLumpPos != INT16_MAX)
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{
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numtextures += R_CountTexturesInTEXTURESLump((UINT16)w, (UINT16)texturesLumpPos);
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, texturesLumpPos + 1);
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}
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// Add all the textures between TX_START and TX_END
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if (texstart == INT16_MAX || texend == INT16_MAX)
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continue;
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// PK3s have subfolders, so we can't just make a simple sum
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if (W_FileHasFolders(wadfiles[w]))
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{
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for (j = texstart; j < texend; j++)
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{
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if (W_IsLumpFolder((UINT16)w, j)) // Check if lump is a folder; if not, then count it
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continue;
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numtextures++;
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}
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}
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else
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{
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numtextures += (UINT32)(texend - texstart);
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}
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count += R_CountTexturesInTEXTURESLump(wadnum, texturesLumpPos);
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", wadnum, texturesLumpPos + 1);
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}
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// If no textures found by this point, bomb out
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if (!numtextures)
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I_Error("No textures detected in any WADs!\n");
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// Count single-patch textures
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count += count_range(TX_START, TX_END, "textures/", wadnum);
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return count;
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}
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static void
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recallocuser
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( void * user,
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size_t old,
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size_t new)
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{
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char *p = Z_Realloc(*(void**)user,
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new, PU_STATIC, user);
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if (new > old)
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memset(&p[old], 0, (new - old));
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}
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static void R_AllocateTextures(INT32 add)
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{
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const INT32 newtextures = (numtextures + add);
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const size_t newsize = newtextures * sizeof (void*);
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const size_t oldsize = numtextures * sizeof (void*);
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INT32 i;
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// Allocate memory and initialize to 0 for all the textures we are initialising.
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// There are actually 5 buffers allocated in one for convenience.
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textures = Z_Calloc((numtextures * sizeof(void *)) * 5, PU_STATIC, NULL);
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recallocuser(&textures, oldsize, newsize);
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// Allocate texture column offset table.
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texturecolumnofs = (void *)((UINT8 *)textures + (numtextures * sizeof(void *)));
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recallocuser(&texturecolumnofs, oldsize, newsize);
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// Allocate texture referencing cache.
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texturecache = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 2));
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// Allocate texture width mask table.
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texturewidthmask = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 3));
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// Allocate texture height mask table.
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textureheight = (void *)((UINT8 *)textures + ((numtextures * sizeof(void *)) * 4));
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recallocuser(&texturecache, oldsize, newsize);
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// Allocate texture width table.
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recallocuser(&texturewidthmask, oldsize, newsize);
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// Allocate texture height table.
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recallocuser(&textureheight, oldsize, newsize);
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// Create translation table for global animation.
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texturetranslation = Z_Malloc((numtextures + 1) * sizeof(*texturetranslation), PU_STATIC, NULL);
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Z_Realloc(texturetranslation, (newtextures + 1) * sizeof(*texturetranslation), PU_STATIC, &texturetranslation);
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|
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for (i = 0; i < numtextures; i++)
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texturetranslation[i] = i;
|
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|
||||
for (i = 0, w = 0; w < numwadfiles; w++)
|
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for (i = 0; i < numtextures; ++i)
|
||||
{
|
||||
// Get the lump numbers for the markers in the WAD, if they exist.
|
||||
if (W_FileHasFolders(wadfiles[w]))
|
||||
{
|
||||
texstart = W_CheckNumForFolderStartPK3("textures/", (UINT16)w, 0);
|
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texend = W_CheckNumForFolderEndPK3("textures/", (UINT16)w, texstart);
|
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
|
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while (texturesLumpPos != INT16_MAX)
|
||||
{
|
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R_ParseTEXTURESLump(w, texturesLumpPos, &i);
|
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texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, texturesLumpPos + 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
texstart = W_CheckNumForNamePwad(TX_START, (UINT16)w, 0) + 1;
|
||||
texend = W_CheckNumForNamePwad(TX_END, (UINT16)w, 0);
|
||||
texturesLumpPos = W_CheckNumForNamePwad("TEXTURES", (UINT16)w, 0);
|
||||
if (texturesLumpPos != INT16_MAX)
|
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R_ParseTEXTURESLump(w, texturesLumpPos, &i);
|
||||
}
|
||||
|
||||
if (texstart == INT16_MAX || texend == INT16_MAX)
|
||||
continue;
|
||||
|
||||
// Work through each lump between the markers in the WAD.
|
||||
for (j = 0; j < (texend - texstart); j++)
|
||||
{
|
||||
UINT16 wadnum = (UINT16)w;
|
||||
lumpnum_t lumpnum = texstart + j;
|
||||
|
||||
if (W_FileHasFolders(wadfiles[w]))
|
||||
{
|
||||
if (W_IsLumpFolder(wadnum, lumpnum)) // Check if lump is a folder
|
||||
continue; // If it is then SKIP IT
|
||||
}
|
||||
|
||||
patchlump = (softwarepatch_t *)W_CacheLumpNumPwad(wadnum, lumpnum, PU_STATIC);
|
||||
|
||||
//CONS_Printf("\n\"%s\" is a single patch, dimensions %d x %d",W_CheckNameForNumPwad(wadnum, lumpnum), patchlump->width, patchlump->height);
|
||||
texture = textures[i] = Z_Calloc(sizeof(texture_t) + sizeof(texpatch_t), PU_STATIC, NULL);
|
||||
|
||||
// Set texture properties.
|
||||
M_Memcpy(texture->name, W_CheckNameForNumPwad(wadnum, lumpnum), sizeof(texture->name));
|
||||
texture->width = SHORT(patchlump->width);
|
||||
texture->height = SHORT(patchlump->height);
|
||||
texture->type = TEXTURETYPE_SINGLEPATCH;
|
||||
texture->patchcount = 1;
|
||||
texture->holes = false;
|
||||
|
||||
// Allocate information for the texture's patches.
|
||||
patch = &texture->patches[0];
|
||||
|
||||
patch->originx = patch->originy = 0;
|
||||
patch->wad = wadnum;
|
||||
patch->lump = texstart + j;
|
||||
|
||||
Z_Free(patchlump);
|
||||
|
||||
// determine width power of 2
|
||||
#if 1
|
||||
// [WDJ] only need to determine if exact power of 2.
|
||||
k = 1;
|
||||
while (k < texture->width)
|
||||
k<<=1;
|
||||
#else
|
||||
// Largest power of 2 that fits within width.
|
||||
k = 1;
|
||||
while (k << 1 <= texture->width)
|
||||
k <<= 1;
|
||||
#endif
|
||||
if (k != texture->width)
|
||||
{
|
||||
// Odd width
|
||||
k = 1; // make texturewidthmask = 0
|
||||
}
|
||||
|
||||
texturewidthmask[i] = k - 1;
|
||||
textureheight[i] = texture->height << FRACBITS;
|
||||
i++;
|
||||
}
|
||||
// R_FlushTextureCache relies on the user for
|
||||
// Z_Free, texturecache has been reallocated so the
|
||||
// user is now garbage memory.
|
||||
Z_SetUser(texturecache[i], (void**)&texturecache[i]);
|
||||
}
|
||||
|
||||
while (i < newtextures)
|
||||
{
|
||||
texturetranslation[i] = i;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
static INT32 R_DefineTextures(INT32 i, UINT16 w)
|
||||
{
|
||||
return Rloadtextures(i, w);
|
||||
}
|
||||
|
||||
static void R_FinishLoadingTextures(INT32 add)
|
||||
{
|
||||
numtextures += add;
|
||||
|
||||
#ifdef HWRENDER
|
||||
if (rendermode == render_opengl)
|
||||
HWR_LoadMapTextures(numtextures);
|
||||
#endif
|
||||
}
|
||||
|
||||
//
|
||||
// R_LoadTextures
|
||||
// Initializes the texture list with the textures from the world map.
|
||||
//
|
||||
void R_LoadTextures(void)
|
||||
{
|
||||
INT32 i, w;
|
||||
INT32 newtextures = 0;
|
||||
|
||||
for (w = 0; w < numwadfiles; w++)
|
||||
{
|
||||
newtextures += R_CountTextures((UINT16)w);
|
||||
}
|
||||
|
||||
// If no textures found by this point, bomb out
|
||||
if (!newtextures)
|
||||
I_Error("No textures detected in any WADs!\n");
|
||||
|
||||
R_AllocateTextures(newtextures);
|
||||
|
||||
for (i = 0, w = 0; w < numwadfiles; w++)
|
||||
{
|
||||
i = R_DefineTextures(i, w);
|
||||
}
|
||||
|
||||
R_FinishLoadingTextures(i);
|
||||
}
|
||||
|
||||
void R_LoadTexturesPwad(UINT16 wadnum)
|
||||
{
|
||||
INT32 newtextures = R_CountTextures(wadnum);
|
||||
|
||||
if (!newtextures)
|
||||
return;
|
||||
|
||||
R_AllocateTextures(newtextures);
|
||||
newtextures = R_DefineTextures(numtextures, wadnum) - numtextures;
|
||||
R_FinishLoadingTextures(newtextures);
|
||||
}
|
||||
|
||||
static texpatch_t *R_ParsePatch(boolean actuallyLoadPatch)
|
||||
{
|
||||
char *texturesToken;
|
||||
@@ -958,6 +1046,7 @@ static texture_t *R_ParseTexture(boolean actuallyLoadTexture)
|
||||
// Allocate memory for a zero-patch texture. Obviously, we'll be adding patches momentarily.
|
||||
resultTexture = (texture_t *)Z_Calloc(sizeof(texture_t), PU_STATIC, NULL);
|
||||
M_Memcpy(resultTexture->name, newTextureName, 8);
|
||||
resultTexture->hash = quickncasehash(newTextureName, 8);
|
||||
resultTexture->width = newTextureWidth;
|
||||
resultTexture->height = newTextureHeight;
|
||||
resultTexture->type = TEXTURETYPE_COMPOSITE;
|
||||
@@ -1741,19 +1830,22 @@ void R_ClearTextureNumCache(boolean btell)
|
||||
INT32 R_CheckTextureNumForName(const char *name)
|
||||
{
|
||||
INT32 i;
|
||||
UINT32 hash;
|
||||
|
||||
// "NoTexture" marker.
|
||||
if (name[0] == '-')
|
||||
return 0;
|
||||
|
||||
hash = quickncasehash(name, 8);
|
||||
|
||||
for (i = 0; i < tidcachelen; i++)
|
||||
if (!strncasecmp(tidcache[i].name, name, 8))
|
||||
if (tidcache[i].hash == hash && !strncasecmp(tidcache[i].name, name, 8))
|
||||
return tidcache[i].id;
|
||||
|
||||
// Need to parse the list backwards, so textures loaded more recently are used in lieu of ones loaded earlier
|
||||
//for (i = 0; i < numtextures; i++) <- old
|
||||
for (i = (numtextures - 1); i >= 0; i--) // <- new
|
||||
if (!strncasecmp(textures[i]->name, name, 8))
|
||||
if (textures[i]->hash == hash && !strncasecmp(textures[i]->name, name, 8))
|
||||
{
|
||||
tidcachelen++;
|
||||
Z_Realloc(tidcache, tidcachelen * sizeof(*tidcache), PU_STATIC, &tidcache);
|
||||
@@ -1762,6 +1854,7 @@ INT32 R_CheckTextureNumForName(const char *name)
|
||||
#ifndef ZDEBUG
|
||||
CONS_Debug(DBG_SETUP, "texture #%s: %s\n", sizeu1(tidcachelen), tidcache[tidcachelen-1].name);
|
||||
#endif
|
||||
tidcache[tidcachelen-1].hash = hash;
|
||||
tidcache[tidcachelen-1].id = i;
|
||||
return i;
|
||||
}
|
||||
|
||||
@@ -53,6 +53,7 @@ typedef struct
|
||||
// Keep name for switch changing, etc.
|
||||
char name[8];
|
||||
UINT8 type; // TEXTURETYPE_
|
||||
UINT32 hash;
|
||||
INT16 width, height;
|
||||
boolean holes;
|
||||
// All the patches[patchcount] are drawn back to front into the cached texture.
|
||||
@@ -76,6 +77,7 @@ extern CV_PossibleValue_t Color_cons_t[];
|
||||
|
||||
// Load TEXTURE1/TEXTURE2/PNAMES definitions, create lookup tables
|
||||
void R_LoadTextures(void);
|
||||
void R_LoadTexturesPwad(UINT16 wadnum);
|
||||
void R_FlushTextureCache(void);
|
||||
|
||||
UINT8 *R_GenerateTexture(size_t texnum);
|
||||
|
||||
Reference in new issue
Block a user