- made the Skins array scripting friendly and exported it.
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parent
6a2525b737
commit
498da825a5
17 changed files with 136 additions and 118 deletions
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@ -729,7 +729,7 @@ void D_WriteUserInfoStrings (int pnum, BYTE **stream, bool compact)
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break;
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case NAME_Skin:
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*stream += sprintf(*((char **)stream), "\\%s", D_EscapeUserInfo(skins[info->GetSkin()].name).GetChars());
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*stream += sprintf(*((char **)stream), "\\%s", D_EscapeUserInfo(Skins[info->GetSkin()].Name).GetChars());
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break;
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default:
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@ -828,7 +828,7 @@ void D_ReadUserInfoStrings (int pnum, BYTE **stream, bool update)
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players[pnum].mo->state->sprite ==
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GetDefaultByType (players[pnum].cls)->SpawnState->sprite)
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{ // Only change the sprite if the player is using a standard one
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players[pnum].mo->sprite = skins[info->GetSkin()].sprite;
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players[pnum].mo->sprite = Skins[info->GetSkin()].sprite;
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}
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}
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// Rebuild translation in case the new skin uses a different range
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@ -898,7 +898,7 @@ void WriteUserInfo(FSerializer &arc, userinfo_t &info)
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switch (pair->Key.GetIndex())
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{
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case NAME_Skin:
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string = skins[info.GetSkin()].name;
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string = Skins[info.GetSkin()].Name;
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break;
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case NAME_PlayerClass:
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@ -986,7 +986,7 @@ CCMD (playerinfo)
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// Print special info
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Printf("%20s: %s\n", "Name", ui->GetName());
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Printf("%20s: %s (%d)\n", "Team", ui->GetTeam() == TEAM_NONE ? "None" : Teams[ui->GetTeam()].GetName(), ui->GetTeam());
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Printf("%20s: %s (%d)\n", "Skin", skins[ui->GetSkin()].name, ui->GetSkin());
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Printf("%20s: %s (%d)\n", "Skin", Skins[ui->GetSkin()].Name.GetChars(), ui->GetSkin());
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Printf("%20s: %s (%d)\n", "Gender", GenderNames[ui->GetGender()], ui->GetGender());
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Printf("%20s: %s (%d)\n", "PlayerClass",
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ui->GetPlayerClassNum() == -1 ? "Random" : ui->GetPlayerClassType()->DisplayName.GetChars(),
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