SBARINFO update:
- Reorganized the SBarInfo code. - Added interpolate(<speed>) flag to drawnumber, drawbar, and drawgem. The old way of interpolating the health and armor is depreciated. - Added: armortype to drawswitchableimage loosely based on Gez's submission. - As an extension to the previous you can now use comparison operators on inventory items and armortype in drawswitchableimage. SVN r2069 (trunk)
This commit is contained in:
parent
515862636a
commit
3f4f0a8ae4
11 changed files with 4262 additions and 4049 deletions
|
|
@ -324,7 +324,7 @@ bool FMugShot::SetState(const char *state_name, bool wait_till_done, bool reset)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
int FMugShot::UpdateState(player_t *player, int stateflags)
|
||||
int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
|
||||
{
|
||||
int i;
|
||||
angle_t badguyangle;
|
||||
|
|
@ -333,7 +333,7 @@ int FMugShot::UpdateState(player_t *player, int stateflags)
|
|||
|
||||
if (player->health > 0)
|
||||
{
|
||||
if (bEvilGrin && !(stateflags & DRAWMUGSHOT_DISABLEGRIN))
|
||||
if (bEvilGrin && !(stateflags & DISABLEGRIN))
|
||||
{
|
||||
if (player->bonuscount)
|
||||
{
|
||||
|
|
@ -348,7 +348,7 @@ int FMugShot::UpdateState(player_t *player, int stateflags)
|
|||
|
||||
if (player->damagecount &&
|
||||
// Now go in if pain is disabled but we think ouch will be shown (and ouch is not disabled!)
|
||||
(!(stateflags & DRAWMUGSHOT_DISABLEPAIN) || (((FaceHealth != -1 && FaceHealth - player->health > ST_MUCHPAIN) || bOuchActive) && !(stateflags & DRAWMUGSHOT_DISABLEOUCH))))
|
||||
(!(stateflags & DISABLEPAIN) || (((FaceHealth != -1 && FaceHealth - player->health > ST_MUCHPAIN) || bOuchActive) && !(stateflags & DISABLEOUCH))))
|
||||
{
|
||||
int damage_angle = 1;
|
||||
if (player->attacker && player->attacker != player->mo)
|
||||
|
|
@ -380,7 +380,7 @@ int FMugShot::UpdateState(player_t *player, int stateflags)
|
|||
}
|
||||
}
|
||||
bool use_ouch = false;
|
||||
if (((FaceHealth != -1 && FaceHealth - player->health > ST_MUCHPAIN) || bOuchActive) && !(stateflags & DRAWMUGSHOT_DISABLEOUCH))
|
||||
if (((FaceHealth != -1 && FaceHealth - player->health > ST_MUCHPAIN) || bOuchActive) && !(stateflags & DISABLEOUCH))
|
||||
{
|
||||
use_ouch = true;
|
||||
full_state_name = "ouch.";
|
||||
|
|
@ -407,7 +407,7 @@ int FMugShot::UpdateState(player_t *player, int stateflags)
|
|||
else
|
||||
{
|
||||
bool use_ouch = false;
|
||||
if (((FaceHealth != -1 && player->health - FaceHealth > ST_MUCHPAIN) || bOuchActive) && !(stateflags & DRAWMUGSHOT_DISABLEOUCH))
|
||||
if (((FaceHealth != -1 && player->health - FaceHealth > ST_MUCHPAIN) || bOuchActive) && !(stateflags & DISABLEOUCH))
|
||||
{
|
||||
use_ouch = true;
|
||||
full_state_name = "ouch.";
|
||||
|
|
@ -425,7 +425,7 @@ int FMugShot::UpdateState(player_t *player, int stateflags)
|
|||
}
|
||||
}
|
||||
|
||||
if (RampageTimer == ST_RAMPAGEDELAY && !(stateflags & DRAWMUGSHOT_DISABLERAMPAGE))
|
||||
if (RampageTimer == ST_RAMPAGEDELAY && !(stateflags & DISABLERAMPAGE))
|
||||
{
|
||||
SetState("rampage", !bNormal); //If we have nothing better to show, use the rampage face.
|
||||
return 0;
|
||||
|
|
@ -436,7 +436,7 @@ int FMugShot::UpdateState(player_t *player, int stateflags)
|
|||
bool good;
|
||||
if ((player->cheats & CF_GODMODE) || (player->mo != NULL && player->mo->flags2 & MF2_INVULNERABLE))
|
||||
{
|
||||
good = SetState((stateflags & DRAWMUGSHOT_ANIMATEDGODMODE) ? "godanimated" : "god");
|
||||
good = SetState((stateflags & ANIMATEDGODMODE) ? "godanimated" : "god");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -450,7 +450,7 @@ int FMugShot::UpdateState(player_t *player, int stateflags)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (!(stateflags & DRAWMUGSHOT_XDEATHFACE) || !(player->cheats & CF_EXTREMELYDEAD))
|
||||
if (!(stateflags & XDEATHFACE) || !(player->cheats & CF_EXTREMELYDEAD))
|
||||
{
|
||||
full_state_name = "death.";
|
||||
}
|
||||
|
|
@ -473,7 +473,7 @@ int FMugShot::UpdateState(player_t *player, int stateflags)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accuracy, int stateflags)
|
||||
FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accuracy, StateFlags stateflags)
|
||||
{
|
||||
int angle = UpdateState(player, stateflags);
|
||||
int level = 0;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue