- Sync scripting branch with what was in trunk on Sunday. I believe that would be revision 2739.

SVN r2790 (scripting)
This commit is contained in:
Randy Heit 2010-09-16 03:14:32 +00:00
commit 99670b708c
317 changed files with 17299 additions and 7273 deletions

View file

@ -99,15 +99,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
p->morphTics = (duration) ? duration : MORPHTICS;
// [MH] Used by SBARINFO to speed up face drawing
p->MorphedPlayerClass = 0;
for (unsigned int i = 1; i < PlayerClasses.Size(); i++)
{
if (PlayerClasses[i].Type == spawntype)
{
p->MorphedPlayerClass = i;
break;
}
}
p->MorphedPlayerClass = spawntype;
p->MorphStyle = style;
p->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
@ -149,19 +141,6 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
p->camera = morphed;
}
morphed->ScoreIcon = actor->ScoreIcon; // [GRB]
// [MH]
// If the player that was morphed is the one
// taking events, set up the face, if any;
// this is only needed for old-skool skins
// and for the original DOOM status bar.
if (p == &players[consoleplayer])
{
if (spawntype->Face.IsNotEmpty() && strcmp(spawntype->Face, "None") != 0)
{
StatusBar->SetFace(&skins[p->MorphedPlayerClass]);
}
}
return true;
}
@ -307,7 +286,6 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
}
}
}
StatusBar->SetFace(&skins[skinindex]);
}
}