Implement constants for texture configs

This commit is contained in:
Ryan Dwyer
2024-09-22 23:16:31 +10:00
parent 76d56fef28
commit c73beb78ae
28 changed files with 743 additions and 531 deletions
+194
View File
@@ -4114,6 +4114,200 @@
#define TELEPORTSTATE_WHITE 3
#define TELEPORTSTATE_EXITING 4
#define TEX_BEAM_ORANGE 0
#define TEX_BEAM_BLUE 1
#define TEX_BEAM_RED 2
#define TEX_BEAM_YELLOW 3
#define TEX_BEAM_GREEN 4
#define TEX_ENV_00 0
#define TEX_ENV_01 1
#define TEX_ENV_02 2
#define TEX_GECROSSHAIR_00 0
#define TEX_GENERAL_SNOW 0
#define TEX_GENERAL_1PXWHITE 1
#define TEX_GENERAL_02 2
#define TEX_GENERAL_LASERBEAM 3
#define TEX_GENERAL_LASERDOT 4
#define TEX_GENERAL_05 5
#define TEX_GENERAL_MENURAY0 6
#define TEX_GENERAL_07 7
#define TEX_GENERAL_08 8
#define TEX_GENERAL_09 9
#define TEX_GENERAL_NBOMBDOME 10
#define TEX_GENERAL_MENURAY1 11
#define TEX_GENERAL_NEWAGENT 12
#define TEX_GENERAL_DEFECTION 13
#define TEX_GENERAL_INVESTIGATION 14
#define TEX_GENERAL_EXTRACTION 15
#define TEX_GENERAL_VILLA 16
#define TEX_GENERAL_CHICAGO 17
#define TEX_GENERAL_G5BUILDING 18
#define TEX_GENERAL_INFILTRATION 19
#define TEX_GENERAL_RESCUE 20
#define TEX_GENERAL_ESCAPE 21
#define TEX_GENERAL_AIRBASE 22
#define TEX_GENERAL_AIRFORCEONE 23
#define TEX_GENERAL_CRASHSITE 24
#define TEX_GENERAL_PELAGIC 25
#define TEX_GENERAL_DEEPSEA 26
#define TEX_GENERAL_DEFENSE 27
#define TEX_GENERAL_ATTACKSHIP 28
#define TEX_GENERAL_SKEDARRUINS 29
#define TEX_GENERAL_MBR 30
#define TEX_GENERAL_MAIANSOS 31
#define TEX_GENERAL_WAR 32
#define TEX_GENERAL_DUEL 33
#define TEX_GENERAL_GOLDSTAR 34
#define TEX_GENERAL_ENVSTAR 35
#define TEX_GENERAL_SILVERSTAR 36
#define TEX_GENERAL_37 37
#define TEX_GENERAL_38 38
#define TEX_GENERAL_39 39
#define TEX_GENERAL_40 40
#define TEX_GENERAL_41 41
#define TEX_GENERAL_42 42
#define TEX_GENERAL_43 43
#define TEX_GENERAL_44 44
#define TEX_GENERAL_45 45
#define TEX_GENERAL_46 46
#define TEX_GENERAL_DOLBYLOGO 47
#define TEX_GENERAL_48 48
#define TEX_GENERAL_RARELOGO 49
#define TEX_GENERAL_FRTARGET 50
#define TEX_GENERAL_CONTROLLER_TL 51
#define TEX_GENERAL_CONTROLLER_TR 52
#define TEX_GENERAL_CONTROLLER_BL 53
#define TEX_GENERAL_CONTROLLER_BR 54
#define TEX_GENERAL_CONTROLLER_LINE 55
#define TEX_MUZZLE_LASER 0
#define TEX_LASER_00 0
#define TEX_LIGHT_00 0
#define TEX_LIGHT_01 1
#define TEX_LIGHT_02 2
#define TEX_LIGHT_03 3
#define TEX_LIGHT_04 4
#define TEX_LIGHT_05 5
#define TEX_LIGHT_06 6
#define TEX_LIGHT_07 7
#define TEX_LIGHT_08 8
#define TEX_LIGHT_09 9
#define TEX_RADAR_BG 0
#define TEX_REDLINE_00 0
#define TEX_SCREEN_BOND 0
#define TEX_SCREEN_NOKAYOH 1
#define TEX_SCREEN_BENOH_APMEA 2
#define TEX_SCREEN_TAPLET 3
#define TEX_SCREEN_CEBEPHAEA 4
#define TEX_SCREEN_NOPATYTAPLET 5
#define TEX_SCREEN_BLACKBAR 6
#define TEX_SCREEN_SPACEDEBRIS 7
#define TEX_SCREEN_TEXTURETOOL 8
#define TEX_SCREEN_WORLDMAP1 9
#define TEX_SCREEN_3DSHAPE 10
#define TEX_SCREEN_WINDOWS1 11
#define TEX_SCREEN_COLOURPICKERS 12
#define TEX_SCREEN_EGG 13
#define TEX_SCREEN_WINDOWS2 14
#define TEX_SCREEN_WINDOWS3 15
#define TEX_SCREEN_WIREFRAME 16
#define TEX_SCREEN_ROCKET1 17
#define TEX_SCREEN_ROCKET2 18
#define TEX_SCREEN_EARTH2 19
#define TEX_SCREEN_EARTH3 20
#define TEX_SCREEN_GALAXY3 21
#define TEX_SCREEN_GALAXY4 22
#define TEX_SCREEN_GALAXY5 23
#define TEX_SCREEN_GALAXY6 24
#define TEX_SCREEN_GALAXY7 25
#define TEX_SCREEN_GALAXY8 26
#define TEX_SCREEN_STATIC 27
#define TEX_SCREEN_SINEWAVE 28
#define TEX_SCREEN_TEXT 29
#define TEX_SCREEN_BARS 30
#define TEX_SCREEN_SQUARES 31
#define TEX_SCREEN_COP_FRAME1 32
#define TEX_SCREEN_COP_FRAME2 33
#define TEX_SCREEN_COP_FRAME3 34
#define TEX_SCREEN_COP_FRAME4 35
#define TEX_SCREEN_SKATE_FRAME1 36
#define TEX_SCREEN_SKATE_FRAME2 37
#define TEX_SCREEN_SKATE_FRAME3 38
#define TEX_SCREEN_SKATE_FRAME4 39
#define TEX_SCREEN_KARL_FRAME1 40
#define TEX_SCREEN_KARL_FRAME2 41
#define TEX_SCREEN_KARL_FRAME3 42
#define TEX_SCREEN_KARL_FRAME4 43
#define TEX_SCREEN_WORLDMAP2 44
#define TEX_SCREEN_CUBE_FRAME1 45
#define TEX_SCREEN_CUBE_FRAME2 46
#define TEX_SCREEN_CUBE_FRAME3 47
#define TEX_SCREEN_CUBE_FRAME4 48
#define TEX_SCREEN_FILL 49
#define TEX_SCREEN_TRANSPARENT 50
#define TEX_SCREEN_MAIAN 51
#define TEX_SCREEN_WHITECOAT_FRAME1 52
#define TEX_SCREEN_WHITECOAT_FRAME2 53
#define TEX_SCREEN_WHITECOAT_FRAME3 54
#define TEX_SCREEN_WHITECOAT_FRAME4 55
#define TEX_SCREEN_FINGER_FRAME1 56
#define TEX_SCREEN_FINGER_FRAME2 57
#define TEX_SCREEN_FINGER_FRAME3 58
#define TEX_SCREEN_FINGER_FRAME4 59
#define TEX_SCREEN_FIST_FRAME1 60
#define TEX_SCREEN_FIST_FRAME2 61
#define TEX_SCREEN_PATROL1_FRAME1 62
#define TEX_SCREEN_PATROL1_FRAME2 63
#define TEX_SCREEN_PATROL1_FRAME3 64
#define TEX_SCREEN_PATROL1_FRAME4 65
#define TEX_SCREEN_PATROL1_FRAME5 66
#define TEX_SCREEN_PATROL2_FRAME1 67
#define TEX_SCREEN_PATROL2_FRAME2 68
#define TEX_SCREEN_PATROL2_FRAME3 69
#define TEX_SCREEN_PATROL2_FRAME4 70
#define TEX_SCREEN_PATROL2_FRAME5 71
#define TEX_SCREEN_BIO 72
#define TEX_SCREEN_JOHEAD 73
#define TEX_SCREEN_JOFROCK 74
#define TEX_SCREEN_PLANET1 75
#define TEX_SCREEN_PLANET2 76
#define TEX_SCREEN_PLANET3 77
#define TEX_SCREEN_SKEDAR 78
#define TEX_SCREEN_STRIPEDSHIRT_FRAME1 79
#define TEX_SCREEN_STRIPEDSHIRT_FRAME2 80
#define TEX_SCREEN_STRIPEDSHIRT_FRAME3 81
#define TEX_SCREEN_STRIPEDSHIRT_FRAME4 82
#define TEX_SCREEN_CASSHEAD 83
#define TEX_SCREEN_DIAGRAM 84
#define TEX_SCREEN_GALAXY1 85
#define TEX_SCREEN_STAR 86
#define TEX_SCREEN_GALAXY2 87
#define TEX_SCREEN_NEBULA 88
#define TEX_SCREEN_SYMBOLS 89
#define TEX_SCREEN_GREENOBJECT1 90
#define TEX_SCREEN_GREENOBJECT2 91
#define TEX_SCREEN_GREENOBJECT3 92
#define TEX_SCREEN_PCSTAND 93
#define TEX_SCREEN_EARTH 94
#define TEX_SCREEN_SHRINE 95
#define TEX_SHADOW_00 0
#define TEX_SHARD_00 0
#define TEX_SHARD_01 1
#define TEX_SHIELD_00 0
#define TEX_SPARK_00 0
#define TEXCOMPMETHOD_UNCOMPRESSED0 0
#define TEXCOMPMETHOD_UNCOMPRESSED1 1
#define TEXCOMPMETHOD_HUFFMAN 2
+1 -1
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@@ -9,7 +9,7 @@ void lasersights_reset(void);
void beam_create(struct beam *beam, s32 weaponnum, struct coord *from, struct coord *to);
void beam_create_for_hand(s32 handnum);
Gfx *beam_render(Gfx *gdl, struct beam *beam, bool arg2, u8 arg3);
Gfx *beam_render(Gfx *gdl, struct beam *beam, bool arg2, u8 texnum);
void beam_tick(struct beam *beam);
void casing_create_for_hand(s32 handnum, f32 ground, Mtxf *mtx);