- made the Skins array scripting friendly and exported it.

This commit is contained in:
Christoph Oelckers 2017-02-17 21:51:23 +01:00
commit 498da825a5
17 changed files with 136 additions and 118 deletions

View file

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