- 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)
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parent
60b236fdc5
commit
1f8e471eba
7 changed files with 27 additions and 13 deletions
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@ -2129,19 +2129,21 @@ static void M_PlayerSetupDrawer ()
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}
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{
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spriteframe_t *sprframe;
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fixed_t Scale;
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fixed_t ScaleX, ScaleY;
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if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
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players[consoleplayer].userinfo.PlayerClass == -1 ||
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PlayerState->sprite.index != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite.index)
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{
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sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
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Scale = GetDefaultByType (PlayerClass->Type)->scaleX;
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ScaleX = GetDefaultByType(PlayerClass->Type)->scaleX;
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ScaleY = GetDefaultByType(PlayerClass->Type)->scaleY;
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}
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else
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{
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sprframe = &SpriteFrames[sprites[skins[PlayerSkin].sprite].spriteframes + PlayerState->GetFrame()];
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Scale = skins[PlayerSkin].Scale;
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ScaleX = skins[PlayerSkin].ScaleX;
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ScaleY = skins[PlayerSkin].ScaleY;
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}
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if (sprframe != NULL)
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@ -2156,8 +2158,8 @@ static void M_PlayerSetupDrawer ()
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screen->DrawTexture (tex,
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(320 - 52 - 32 + xo - 160)*CleanXfac + (SCREENWIDTH)/2,
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(PSetupDef.y + LINEHEIGHT*3 + 57 - 104)*CleanYfac + (SCREENHEIGHT/2),
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DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, Scale),
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DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, Scale),
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DTA_DestWidth, MulScale16 (tex->GetWidth() * CleanXfac, ScaleX),
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DTA_DestHeight, MulScale16 (tex->GetHeight() * CleanYfac, ScaleY),
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DTA_Translation, translationtables[TRANSLATION_Players](MAXPLAYERS),
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TAG_DONE);
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}
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