- Made AActor's xscale and yscale properties full precision fixed point
so now larger scales than 4 can be done. SVN r381 (trunk)
This commit is contained in:
parent
f6f15ba764
commit
1502215009
24 changed files with 71 additions and 63 deletions
|
|
@ -238,8 +238,8 @@ void AScriptedMarine::BeginPlay ()
|
|||
AActor * playerdef = GetDefaultByName("DoomPlayer");
|
||||
if (playerdef != NULL)
|
||||
{
|
||||
xscale = playerdef->xscale;
|
||||
yscale = playerdef->yscale;
|
||||
scaleX = playerdef->scaleX;
|
||||
scaleY = playerdef->scaleY;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -976,13 +976,13 @@ void AScriptedMarine::SetSprite (const PClass *source)
|
|||
// Copy the standard player's scaling
|
||||
AActor * playerdef = GetDefaultByName("DoomPlayer");
|
||||
if (playerdef == NULL) playerdef = GetDefaultByType(RUNTIME_CLASS(AScriptedMarine));
|
||||
xscale = playerdef->xscale;
|
||||
yscale = playerdef->yscale;
|
||||
scaleX = playerdef->scaleX;
|
||||
scaleY = playerdef->scaleY;
|
||||
}
|
||||
else
|
||||
{ // Use the same sprite the passed class spawns with
|
||||
SpriteOverride = sprite = GetDefaultByType (source)->SpawnState->sprite.index;
|
||||
xscale = GetDefaultByType(source)->xscale;
|
||||
yscale = GetDefaultByType(source)->yscale;
|
||||
scaleX = GetDefaultByType(source)->scaleX;
|
||||
scaleY = GetDefaultByType(source)->scaleY;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue