Implement loading of .meg files using the Resource manager
- I extract pixel data from the resource without using QuickDraw - Both resource-fork and data-fork .meg files work Related changes: - The custom graphics textures are now wrapped in a custom class - bmp images are loaded if a meg is not found Incidental changes: - Various TODO notes - Fix cScenario::spec_strs skipping several strings and potentially fetching out-of-bound entries - oopsError now uses string streams instead of sprintf
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@@ -27,6 +27,7 @@ cMonster& cMonster::operator = (legacy::monster_record_type& old){
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armor = old.armor;
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skill = old.skill;
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for(i = 0; i < 3; i++) a[i] = old.a[i];
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// TODO: These two bits of data belong in a[]
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a1_type = old.a1_type;
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a23_type = old.a23_type;
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m_type = (eMonsterType) old.m_type;
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