- 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:
Christoph Oelckers 2006-11-14 16:54:02 +00:00
commit 1502215009
24 changed files with 71 additions and 63 deletions

View file

@ -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;
}
}