- 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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7 changed files with 27 additions and 13 deletions
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@ -399,7 +399,8 @@ 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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scaleX = scaleY = skins[player->userinfo.skin].Scale;
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scaleX = skins[player->userinfo.skin].ScaleX;
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scaleY = skins[player->userinfo.skin].ScaleY;
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}
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if (Speed == 0)
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{
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@ -3613,7 +3614,8 @@ APlayerPawn *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->scaleX = mobj->scaleY = skins[p->userinfo.skin].Scale;
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mobj->scaleX = skins[p->userinfo.skin].ScaleX;
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mobj->scaleY = skins[p->userinfo.skin].ScaleY;
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p->DesiredFOV = p->FOV = 90.f;
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p->camera = p->mo;
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