- 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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9b58c5ebbd
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f4c07c45ec
33 changed files with 484 additions and 1662 deletions
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@ -397,12 +397,12 @@ static void DrawOneKey(int xo, int & x, int & y, int & c, AInventory * inv)
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{
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icon = AltIcon;
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}
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else if (inv->SpawnState && inv->SpawnState->sprite.index!=0)
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else if (inv->SpawnState && inv->SpawnState->sprite!=0)
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{
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FState * state = inv->SpawnState;
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if (state && (unsigned)state->sprite.index < (unsigned)sprites.Size ())
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if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
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{
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spritedef_t * sprdef = &sprites[state->sprite.index];
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spritedef_t * sprdef = &sprites[state->sprite];
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spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
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icon = sprframe->Texture[0];
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}
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@ -592,18 +592,18 @@ static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
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if (picnum.isNull())
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{
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if (weapon->SpawnState && weapon->SpawnState->sprite.index!=0)
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if (weapon->SpawnState && weapon->SpawnState->sprite!=0)
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{
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state = weapon->SpawnState;
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}
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// no spawn state - now try the ready state
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else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite.index!=0)
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else if ((ReadyState = weapon->FindState(NAME_Ready)) && ReadyState->sprite!=0)
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{
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state = ReadyState;
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}
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if (state && (unsigned)state->sprite.index < (unsigned)sprites.Size ())
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if (state && (unsigned)state->sprite < (unsigned)sprites.Size ())
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{
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spritedef_t * sprdef = &sprites[state->sprite.index];
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spritedef_t * sprdef = &sprites[state->sprite];
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spriteframe_t * sprframe = &SpriteFrames[sprdef->spriteframes + state->GetFrame()];
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picnum = sprframe->Texture[0];
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