- converted scale variables in AActor, FMapThing and skin to float.
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33 changed files with 112 additions and 123 deletions
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@ -1703,7 +1703,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
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//
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//===========================================================================
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void P_CheckPlayerSprite(AActor *actor, int &spritenum, fixed_t &scalex, fixed_t &scaley)
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void P_CheckPlayerSprite(AActor *actor, int &spritenum, DVector2 &scale)
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{
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player_t *player = actor->player;
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int crouchspriteno;
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@ -1711,10 +1711,9 @@ void P_CheckPlayerSprite(AActor *actor, int &spritenum, fixed_t &scalex, fixed_t
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if (player->userinfo.GetSkin() != 0 && !(actor->flags4 & MF4_NOSKIN))
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{
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// Convert from default scale to skin scale.
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fixed_t defscaleY = actor->GetDefault()->scaleY;
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fixed_t defscaleX = actor->GetDefault()->scaleX;
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scaley = Scale(scaley, skins[player->userinfo.GetSkin()].ScaleY, defscaleY);
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scalex = Scale(scalex, skins[player->userinfo.GetSkin()].ScaleX, defscaleX);
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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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}
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// Set the crouch sprite?
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@ -1741,7 +1740,7 @@ void P_CheckPlayerSprite(AActor *actor, int &spritenum, fixed_t &scalex, fixed_t
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}
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else if (player->playerstate != PST_DEAD && player->crouchfactor < 0.75)
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{
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scaley /= 2;
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scale.Y *= 0.5;
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}
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}
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}
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