- 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)
This commit is contained in:
Christoph Oelckers 2008-08-10 14:19:47 +00:00
commit f4c07c45ec
33 changed files with 484 additions and 1662 deletions

View file

@ -1243,15 +1243,20 @@ void APowerTargeter::DoEffect ()
PositionAccuracy ();
if (EffectTics < 5*TICRATE)
{
if (EffectTics & 32)
FState *state = FindState("Targeter");
if (state != NULL)
{
P_SetPsprite (player, ps_targetright, NULL);
P_SetPsprite (player, ps_targetleft, &States[1]);
}
else if (EffectTics & 16)
{
P_SetPsprite (player, ps_targetright, &States[2]);
P_SetPsprite (player, ps_targetleft, NULL);
if (EffectTics & 32)
{
P_SetPsprite (player, ps_targetright, NULL);
P_SetPsprite (player, ps_targetleft, state+1);
}
else if (EffectTics & 16)
{
P_SetPsprite (player, ps_targetright, state+2);
P_SetPsprite (player, ps_targetleft, NULL);
}
}
}
}