add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites

This commit is contained in:
Xaser Acheron 2021-11-14 23:21:07 -06:00
commit 0b93aef776
6 changed files with 21 additions and 5 deletions

View file

@ -132,6 +132,7 @@ DEFINE_FIELD(DPSprite, x)
DEFINE_FIELD(DPSprite, y)
DEFINE_FIELD(DPSprite, oldx)
DEFINE_FIELD(DPSprite, oldy)
DEFINE_FIELD(DPSprite, baseScale)
DEFINE_FIELD(DPSprite, pivot)
DEFINE_FIELD(DPSprite, scale)
DEFINE_FIELD(DPSprite, rotation)
@ -180,6 +181,7 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
ID(id),
processPending(true)
{
baseScale = {1.0, 1.2};
rotation = 0.;
scale = {1.0, 1.0};
pivot = {0.0, 0.0};
@ -1251,7 +1253,8 @@ void DPSprite::Serialize(FSerializer &arc)
("rotation", rotation)
("halign", HAlign)
("valign", VAlign)
("renderstyle_", Renderstyle); // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
("renderstyle_", Renderstyle) // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
("baseScale", baseScale);
}
//------------------------------------------------------------------------