- Changed P_CheckPlayerSprites() so that it does not alter any actor data. It is now called by

R_ProjectSprite() to modify the appropriate data right before it is needed for rendering.

SVN r4004 (trunk)
This commit is contained in:
Randy Heit 2013-01-02 02:10:26 +00:00
commit 67eda6b1ad
5 changed files with 58 additions and 74 deletions

View file

@ -1483,77 +1483,55 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
//
// P_CheckPlayerSprites
//
// Here's the place where crouching sprites are handled
// This must be called each frame before rendering
// Here's the place where crouching sprites are handled.
// R_ProjectSprite() calls this for any players.
//
//===========================================================================
void P_CheckPlayerSprites()
void P_CheckPlayerSprite(AActor *actor, unsigned &spritenum, fixed_t &scalex, fixed_t &scaley)
{
for(int i=0; i<MAXPLAYERS; i++)
player_t *player = actor->player;
fixed_t defscaleY = actor->GetDefault()->scaleY;
fixed_t defscaleX = actor->GetDefault()->scaleX;
int crouchspriteno;
if (player->userinfo.skin != 0 && !(actor->flags4 & MF4_NOSKIN))
{
player_t * player = &players[i];
APlayerPawn * mo = player->mo;
defscaleY = skins[player->userinfo.skin].ScaleY;
defscaleX = skins[player->userinfo.skin].ScaleX;
}
if (playeringame[i] && mo != NULL)
// Set the crouch sprite?
if (player->crouchfactor < FRACUNIT*3/4)
{
if (spritenum == actor->SpawnState->sprite || spritenum == player->mo->crouchsprite)
{
int crouchspriteno;
fixed_t defscaleY = mo->GetDefault()->scaleY;
fixed_t defscaleX = mo->GetDefault()->scaleX;
if (player->userinfo.skin != 0 && !(player->mo->flags4 & MF4_NOSKIN))
{
defscaleY = skins[player->userinfo.skin].ScaleY;
defscaleX = skins[player->userinfo.skin].ScaleX;
}
// Set the crouch sprite
if (player->crouchfactor < FRACUNIT*3/4)
{
if (mo->sprite == mo->SpawnState->sprite || mo->sprite == mo->crouchsprite)
{
crouchspriteno = mo->crouchsprite;
}
else if (!(player->mo->flags4 & MF4_NOSKIN) &&
(mo->sprite == skins[player->userinfo.skin].sprite ||
mo->sprite == skins[player->userinfo.skin].crouchsprite))
{
crouchspriteno = skins[player->userinfo.skin].crouchsprite;
}
else
{
// no sprite -> squash the existing one
crouchspriteno = -1;
}
crouchspriteno = player->mo->crouchsprite;
}
else if (!(actor->flags4 & MF4_NOSKIN) &&
(spritenum == skins[player->userinfo.skin].sprite ||
spritenum == skins[player->userinfo.skin].crouchsprite))
{
crouchspriteno = skins[player->userinfo.skin].crouchsprite;
}
else
{ // no sprite -> squash the existing one
crouchspriteno = -1;
}
if (crouchspriteno > 0)
{
mo->sprite = crouchspriteno;
mo->scaleY = defscaleY;
}
else if (player->playerstate != PST_DEAD)
{
mo->scaleY = player->crouchfactor < FRACUNIT*3/4 ? defscaleY/2 : defscaleY;
}
}
else // Set the normal sprite
{
if (mo->sprite != 0)
{
if (mo->sprite == mo->crouchsprite)
{
mo->sprite = mo->SpawnState->sprite;
}
else if (mo->sprite != 0 && mo->sprite == skins[player->userinfo.skin].crouchsprite)
{
mo->sprite = skins[player->userinfo.skin].sprite;
}
}
mo->scaleY = defscaleY;
}
mo->scaleX = defscaleX;
if (crouchspriteno > 0)
{
spritenum = crouchspriteno;
}
else if (player->playerstate != PST_DEAD)
{
if (player->crouchfactor < FRACUNIT*3/4)
defscaleY /= 2;
}
}
// Scale the sprite by the actor, skin, and crouch values
scalex = FixedMul(scalex, defscaleX);
scaley = FixedMul(scaley, defscaleY);
}
/*