- 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

@ -194,8 +194,8 @@ void AActor::Serialize (FArchive &arc)
<< z
<< angle
<< frame
<< xscale
<< yscale
<< scaleX
<< scaleY
<< RenderStyle
<< renderflags;
if (arc.IsStoring ())
@ -388,7 +388,7 @@ void AActor::Serialize (FArchive &arc)
GetDefaultByType (player->cls)->SpawnState->sprite.index)
{ // Give player back the skin
sprite = skins[player->userinfo.skin].sprite;
xscale = yscale = skins[player->userinfo.skin].scale;
scaleX = scaleY = skins[player->userinfo.skin].Scale;
}
if (Speed == 0)
{
@ -3039,8 +3039,8 @@ FState AActor::States[] =
};
BEGIN_DEFAULTS (AActor, Any, -1, 0)
PROP_XScale (63)
PROP_YScale (63)
PROP_XScale (FRACUNIT)
PROP_YScale (FRACUNIT)
PROP_SpawnState (2)
PROP_SpawnHealth (1000)
PROP_ReactionTime (8)
@ -3470,7 +3470,7 @@ void P_SpawnPlayer (mapthing2_t *mthing, bool tempplayer)
// [RH] Set player sprite based on skin
mobj->sprite = skins[p->userinfo.skin].sprite;
mobj->xscale = mobj->yscale = skins[p->userinfo.skin].scale;
mobj->scaleX = mobj->scaleY = skins[p->userinfo.skin].Scale;
p->DesiredFOV = p->FOV = 90.f;
p->camera = p->mo;