- 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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@ -522,7 +522,7 @@ void AActor::PostSerialize()
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!(flags4 & MF4_NOSKIN) &&
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state->sprite == GetDefaultByType(player->cls)->SpawnState->sprite)
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{ // Give player back the skin
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sprite = skins[player->userinfo.GetSkin()].sprite;
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sprite = Skins[player->userinfo.GetSkin()].sprite;
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}
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if (Speed == 0)
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{
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@ -666,9 +666,9 @@ bool AActor::SetState (FState *newstate, bool nofunction)
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// for Dehacked, I would move sprite changing out of the states
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// altogether, since actors rarely change their sprites after
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// spawning.
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if (player != NULL && skins != NULL)
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if (player != NULL && Skins.Size() > 0)
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{
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sprite = skins[player->userinfo.GetSkin()].sprite;
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sprite = Skins[player->userinfo.GetSkin()].sprite;
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}
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else if (newsprite != prevsprite)
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{
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@ -5398,7 +5398,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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}
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// [GRB] Reset skin
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p->userinfo.SkinNumChanged(R_FindSkin (skins[p->userinfo.GetSkin()].name, p->CurrentPlayerClass));
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p->userinfo.SkinNumChanged(R_FindSkin (Skins[p->userinfo.GetSkin()].Name, p->CurrentPlayerClass));
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if (!(mobj->flags2 & MF2_DONTTRANSLATE))
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{
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@ -5416,7 +5416,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
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// [RH] Set player sprite based on skin
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if (!(mobj->flags4 & MF4_NOSKIN))
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{
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mobj->sprite = skins[p->userinfo.GetSkin()].sprite;
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mobj->sprite = Skins[p->userinfo.GetSkin()].sprite;
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}
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p->DesiredFOV = p->FOV = 90.f;
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