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