- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. SVN r1146 (trunk)
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33 changed files with 484 additions and 1662 deletions
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@ -727,8 +727,8 @@ void D_ReadUserInfoStrings (int i, BYTE **stream, bool update)
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if (players[i].mo != NULL)
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{
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if (players[i].cls != NULL &&
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players[i].mo->state->sprite.index ==
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GetDefaultByType (players[i].cls)->SpawnState->sprite.index)
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players[i].mo->state->sprite ==
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GetDefaultByType (players[i].cls)->SpawnState->sprite)
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{ // Only change the sprite if the player is using a standard one
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players[i].mo->sprite = skins[info->skin].sprite;
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players[i].mo->scaleX = skins[info->skin].ScaleX;
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