- 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

@ -397,12 +397,12 @@ static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
{
icon = AltIcon;
}
else if (inv->SpawnState && inv->SpawnState->sprite.index!=0)
else if (inv->SpawnState && inv->SpawnState->sprite!=0)
{
FState * state = inv->SpawnState;
if (state && (unsigned)state->sprite.index < (unsigned)sprites.Size ())
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite.index];
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
icon = sprframe->Texture[0];
}
@ -592,18 +592,18 @@ static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
if (picnum.isNull())
{
if (weapon->SpawnState && weapon->SpawnState->sprite.index!=0)
if (weapon->SpawnState && weapon->SpawnState->sprite!=0)
{
state = weapon->SpawnState;
}
// no spawn state - now try the ready state
else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite.index!=0)
else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite!=0)
{
state = ReadyState;
}
if (state && (unsigned)state->sprite.index < (unsigned)sprites.Size ())
if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
{
spritedef_t * sprdef = &sprites[state->sprite.index];
spritedef_t * sprdef = &sprites[state->sprite];
spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
picnum = sprframe->Texture[0];