- 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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@ -109,7 +109,7 @@ void AScriptedMarine::Tick ()
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Super::Tick ();
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// Override the standard sprite, if desired
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if (SpriteOverride != 0 && sprite == States[0].sprite.index)
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if (SpriteOverride != 0 && sprite == GetClass()->ActorInfo->OwnedStates[0].sprite)
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{
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sprite = SpriteOverride;
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}
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@ -593,7 +593,7 @@ void AScriptedMarine::SetSprite (const PClass *source)
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{
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if (source == NULL || source->ActorInfo == NULL)
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{ // A valid actor class wasn't passed, so use the standard sprite
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SpriteOverride = sprite = States[0].sprite.index;
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SpriteOverride = sprite = GetClass()->ActorInfo->OwnedStates[0].sprite;
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// Copy the standard player's scaling
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AActor * playerdef = GetDefaultByName("DoomPlayer");
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if (playerdef == NULL) playerdef = GetDefaultByType(RUNTIME_CLASS(AScriptedMarine));
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@ -602,7 +602,7 @@ void AScriptedMarine::SetSprite (const PClass *source)
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}
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else
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{ // Use the same sprite the passed class spawns with
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SpriteOverride = sprite = GetDefaultByType (source)->SpawnState->sprite.index;
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SpriteOverride = sprite = GetDefaultByType (source)->SpawnState->sprite;
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scaleX = GetDefaultByType(source)->scaleX;
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scaleY = GetDefaultByType(source)->scaleY;
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}
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