- 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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@ -439,7 +439,7 @@ void APlayerPawn::BeginPlay ()
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// This assumes that player sprites always exist in rotated form and
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// that the front view is always a separate sprite. So far this is
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// true for anything that exists.
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FString normspritename = sprites[SpawnState->sprite.index].name;
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FString normspritename = sprites[SpawnState->sprite].name;
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FString crouchspritename = sprites[crouchsprite].name;
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int spritenorm = Wads.CheckNumForName(normspritename + "A1", ns_sprites);
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@ -1081,8 +1081,7 @@ void APlayerPawn::Die (AActor *source, AActor *inflictor)
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AInventory *item;
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if (weap->SpawnState != NULL &&
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weap->SpawnState != &AActor::States[0] &&
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weap->SpawnState != &AActor::States[AActor::S_NULL])
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weap->SpawnState != ::GetDefault<AActor>()->SpawnState)
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{
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item = P_DropItem (this, weap->GetClass(), -1, 256);
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if (item != NULL)
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@ -1322,7 +1321,7 @@ void P_CheckPlayerSprites()
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if (player->crouchfactor < FRACUNIT*3/4)
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{
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if (mo->sprite == mo->SpawnState->sprite.index || mo->sprite == mo->crouchsprite)
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if (mo->sprite == mo->SpawnState->sprite || mo->sprite == mo->crouchsprite)
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{
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crouchspriteno = mo->crouchsprite;
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}
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@ -1351,7 +1350,7 @@ void P_CheckPlayerSprites()
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{
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if (mo->sprite == mo->crouchsprite)
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{
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mo->sprite = mo->SpawnState->sprite.index;
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mo->sprite = mo->SpawnState->sprite;
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}
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else if (mo->sprite == skins[player->userinfo.skin].crouchsprite)
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{
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