- 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

@ -1703,7 +1703,7 @@ static void M_DrawClassMenu ()
M_DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
spriteframe_t *sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
spriteframe_t *sprframe = &SpriteFrames[sprites[PlayerState->sprite].spriteframes + PlayerState->GetFrame()];
fixed_t scaleX = GetDefaultByType (PlayerClass->Type)->scaleX;
fixed_t scaleY = GetDefaultByType (PlayerClass->Type)->scaleY;
@ -2133,9 +2133,9 @@ static void M_PlayerSetupDrawer ()
if (GetDefaultByType (PlayerClass->Type)->flags4 & MF4_NOSKIN ||
players[consoleplayer].userinfo.PlayerClass == -1 ||
PlayerState->sprite.index != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite.index)
PlayerState->sprite != GetDefaultByType (PlayerClass->Type)->SpawnState->sprite)
{
sprframe = &SpriteFrames[sprites[PlayerState->sprite.index].spriteframes + PlayerState->GetFrame()];
sprframe = &SpriteFrames[sprites[PlayerState->sprite].spriteframes + PlayerState->GetFrame()];
ScaleX = GetDefaultByType(PlayerClass->Type)->scaleX;
ScaleY = GetDefaultByType(PlayerClass->Type)->scaleY;
}