- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars. SVN r856 (trunk)
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10 changed files with 138 additions and 25 deletions
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@ -165,6 +165,25 @@ public:
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POP_Status
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};
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// Status face stuff
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enum
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{
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ST_NUMPAINFACES = 5,
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ST_NUMSTRAIGHTFACES = 3,
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ST_NUMTURNFACES = 2,
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ST_NUMSPECIALFACES = 3,
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ST_NUMEXTRAFACES = 2,
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ST_FACESTRIDE = ST_NUMSTRAIGHTFACES+ST_NUMTURNFACES+ST_NUMSPECIALFACES,
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ST_NUMFACES = ST_FACESTRIDE*ST_NUMPAINFACES+ST_NUMEXTRAFACES,
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ST_TURNOFFSET = ST_NUMSTRAIGHTFACES,
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ST_OUCHOFFSET = ST_TURNOFFSET + ST_NUMTURNFACES,
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ST_EVILGRINOFFSET = ST_OUCHOFFSET + 1,
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ST_RAMPAGEOFFSET = ST_EVILGRINOFFSET + 1,
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ST_GODFACE = ST_NUMPAINFACES*ST_FACESTRIDE,
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ST_DEADFACE = ST_GODFACE + 1
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};
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DBaseStatusBar (int reltop);
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void Destroy ();
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@ -190,7 +209,8 @@ public:
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virtual void AttachToPlayer (player_s *player);
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virtual void FlashCrosshair ();
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virtual void BlendView (float blend[4]);
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virtual void SetFace (void *); // Takes a FPlayerSkin as input
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virtual void SetFace (void *skn); // Takes a FPlayerSkin as input
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virtual void AddFaceToImageCollection (void *skn, FImageCollection *images); // Takes a FPlayerSkin as input
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virtual void NewGame ();
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virtual void ScreenSizeChanged ();
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virtual void MultiplayerChanged ();
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@ -222,6 +242,8 @@ protected:
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void GetCurrentAmmo (AAmmo *&ammo1, AAmmo *&ammo2, int &ammocount1, int &ammocount2) const;
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void AddFaceToImageCollectionActual (void *skn, FImageCollection *images, bool isDoom);
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public:
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AInventory *ValidateInvFirst (int numVisible) const;
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void DrawCrosshair ();
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@ -249,6 +249,10 @@ DSBarInfo::DSBarInfo () : DBaseStatusBar (SBarInfoScript->height),
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{
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patchnames[i+SBarInfoScript->Images.Size()] = InventoryBarLumps[i];
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}
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for (i = 0;i < numskins;i++)
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{
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AddFaceToImageCollection (&skins[i], &Images);
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}
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invBarOffset = SBarInfoScript->Images.Size();
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Images.Init(&patchnames[0], patchnames.Size());
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drawingFont = V_GetFont("ConFont");
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@ -1536,9 +1536,14 @@ void DBaseStatusBar::FlashItem (const PClass *itemtype)
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{
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}
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void DBaseStatusBar::SetFace (void *)
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void DBaseStatusBar::SetFace (void *skn)
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{
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}
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void DBaseStatusBar::AddFaceToImageCollection (void *skn, FImageCollection *images)
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{
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AddFaceToImageCollectionActual (skn, images, false);
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}
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void DBaseStatusBar::NewGame ()
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{
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@ -1575,6 +1580,72 @@ void DBaseStatusBar::ScreenSizeChanged ()
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}
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}
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//---------------------------------------------------------------------------
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//
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// AddFaceToImageCollectionActual
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//
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// Adds face graphics for specified skin to the specified image collection.
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// If not in DOOM statusbar and no face in current skin, do NOT default STF*
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//
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//---------------------------------------------------------------------------
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void DBaseStatusBar::AddFaceToImageCollectionActual (void *skn, FImageCollection *images, bool isDoom)
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{
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const char *nameptrs[ST_NUMFACES];
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char names[ST_NUMFACES][9];
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char prefix[4];
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int i, j;
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int namespc;
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int facenum;
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FPlayerSkin *skin = (FPlayerSkin *)skn;
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if ((skin->face[0] == 0) && !isDoom)
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{
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return;
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}
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for (i = 0; i < ST_NUMFACES; i++)
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{
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nameptrs[i] = names[i];
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}
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if (skin->face[0] != 0)
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{
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prefix[0] = skin->face[0];
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prefix[1] = skin->face[1];
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prefix[2] = skin->face[2];
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prefix[3] = 0;
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namespc = skin->namespc;
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}
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else
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{
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prefix[0] = 'S';
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prefix[1] = 'T';
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prefix[2] = 'F';
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prefix[3] = 0;
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namespc = ns_global;
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}
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facenum = 0;
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for (i = 0; i < ST_NUMPAINFACES; i++)
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{
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for (j = 0; j < ST_NUMSTRAIGHTFACES; j++)
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{
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sprintf (names[facenum++], "%sST%d%d", prefix, i, j);
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}
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sprintf (names[facenum++], "%sTR%d0", prefix, i); // turn right
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sprintf (names[facenum++], "%sTL%d0", prefix, i); // turn left
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sprintf (names[facenum++], "%sOUCH%d", prefix, i); // ouch!
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sprintf (names[facenum++], "%sEVL%d", prefix, i); // evil grin ;)
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sprintf (names[facenum++], "%sKILL%d", prefix, i); // pissed off
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}
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sprintf (names[facenum++], "%sGOD0", prefix);
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sprintf (names[facenum++], "%sDEAD0", prefix);
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images->Add (nameptrs, ST_NUMFACES, namespc);
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}
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//---------------------------------------------------------------------------
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//
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// ValidateInvFirst
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