- 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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@ -1247,9 +1247,9 @@ const char *APlayerPawn::GetSoundClass() const
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if (player != NULL &&
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(player->mo == NULL || !(player->mo->flags4 &MF4_NOSKIN)) &&
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(unsigned int)player->userinfo.GetSkin() >= PlayerClasses.Size () &&
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(size_t)player->userinfo.GetSkin() < numskins)
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(unsigned)player->userinfo.GetSkin() < Skins.Size())
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{
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return skins[player->userinfo.GetSkin()].name;
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return Skins[player->userinfo.GetSkin()].Name.GetChars();
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}
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return SoundClass != NAME_None? SoundClass.GetChars() : "player";
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@ -1801,8 +1801,8 @@ void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
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{
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// Convert from default scale to skin scale.
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DVector2 defscale = actor->GetDefault()->Scale;
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scale.X *= skins[player->userinfo.GetSkin()].Scale.X / defscale.X;
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scale.Y *= skins[player->userinfo.GetSkin()].Scale.Y / defscale.Y;
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scale.X *= Skins[player->userinfo.GetSkin()].Scale.X / defscale.X;
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scale.Y *= Skins[player->userinfo.GetSkin()].Scale.Y / defscale.Y;
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}
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// Set the crouch sprite?
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@ -1813,10 +1813,10 @@ void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
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crouchspriteno = player->mo->crouchsprite;
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}
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else if (!(actor->flags4 & MF4_NOSKIN) &&
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(spritenum == skins[player->userinfo.GetSkin()].sprite ||
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spritenum == skins[player->userinfo.GetSkin()].crouchsprite))
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(spritenum == Skins[player->userinfo.GetSkin()].sprite ||
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spritenum == Skins[player->userinfo.GetSkin()].crouchsprite))
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{
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crouchspriteno = skins[player->userinfo.GetSkin()].crouchsprite;
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crouchspriteno = Skins[player->userinfo.GetSkin()].crouchsprite;
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}
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else
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{ // no sprite -> squash the existing one
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