- Separated the skin scale values into separate X and Y values so that skins

automatically generated for different player classes can use both the
  scaling values that can be set for the actor.


SVN r947 (trunk)
This commit is contained in:
Randy Heit 2008-04-27 22:33:19 +00:00
commit 1f8e471eba
7 changed files with 27 additions and 13 deletions

View file

@ -2129,19 +2129,21 @@ static void M_PlayerSetupDrawer ()
}
{
spriteframe_t *sprframe;
fixed_t Scale;
fixed_t ScaleX, ScaleY;
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1 ||
PlayerState->sprite.index != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite.index)
{
sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
Scale = GetDefaultByType (PlayerClass->Type)->scaleX;
ScaleX = GetDefaultByType(PlayerClass->Type)->scaleX;
ScaleY = GetDefaultByType(PlayerClass->Type)->scaleY;
}
else
{
sprframe = &SpriteFrames[sprites[skins[PlayerSkin].sprite].spriteframes + PlayerState->GetFrame()];
Scale = skins[PlayerSkin].Scale;
ScaleX = skins[PlayerSkin].ScaleX;
ScaleY = skins[PlayerSkin].ScaleY;
}
if (sprframe != NULL)
@ -2156,8 +2158,8 @@ static void M_PlayerSetupDrawer ()
screen->DrawTexture (tex,
(320 - 52 - 32 + xo - 160)*CleanXfac + (SCREENWIDTH)/2,
(PSetupDef.y + LINEHEIGHT*3 + 57 - 104)*CleanYfac + (SCREENHEIGHT/2),
DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, Scale),
DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, Scale),
DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, ScaleX),
DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, ScaleY),
DTA_Translation, translationtables[TRANSLATION_Players](MAXPLAYERS),
TAG_DONE);
}