- Made AActor's xscale and yscale properties full precision fixed point
so now larger scales than 4 can be done. SVN r381 (trunk)
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f6f15ba764
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24 changed files with 71 additions and 63 deletions
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@ -194,8 +194,8 @@ void AActor::Serialize (FArchive &arc)
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<< z
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<< angle
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<< frame
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<< xscale
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<< yscale
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<< scaleX
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<< scaleY
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<< RenderStyle
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<< renderflags;
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if (arc.IsStoring ())
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@ -388,7 +388,7 @@ void AActor::Serialize (FArchive &arc)
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GetDefaultByType (player->cls)->SpawnState->sprite.index)
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{ // Give player back the skin
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sprite = skins[player->userinfo.skin].sprite;
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xscale = yscale = skins[player->userinfo.skin].scale;
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scaleX = scaleY = skins[player->userinfo.skin].Scale;
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}
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if (Speed == 0)
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{
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@ -3039,8 +3039,8 @@ FState AActor::States[] =
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};
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BEGIN_DEFAULTS (AActor, Any, -1, 0)
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PROP_XScale (63)
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PROP_YScale (63)
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PROP_XScale (FRACUNIT)
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PROP_YScale (FRACUNIT)
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PROP_SpawnState (2)
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PROP_SpawnHealth (1000)
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PROP_ReactionTime (8)
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@ -3470,7 +3470,7 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
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// [RH] Set player sprite based on skin
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mobj->sprite = skins[p->userinfo.skin].sprite;
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mobj->xscale = mobj->yscale = skins[p->userinfo.skin].scale;
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mobj->scaleX = mobj->scaleY = skins[p->userinfo.skin].Scale;
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p->DesiredFOV = p->FOV = 90.f;
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p->camera = p->mo;
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