Felt like cleaning up the character frame list. Definitely won't merge conflict with anything else.

Requires charscleanup.kart. Ezo, if you want me to, I can fix up bonuschars for this tweaked system.
This commit is contained in:
toaster 2018-10-27 15:43:33 +01:00
parent 7f2090aeae
commit d78368d4d2
2 changed files with 24 additions and 24 deletions

View file

@ -954,7 +954,7 @@ static void IdentifyVersion(void)
// SRB2kart - Add graphics (temp) // The command for md5 checks is "W_VerifyFileMD5" - looks for ASSET_HASH_SRB2_SRB in config.h.in
D_AddFile(va(pandf,srb2waddir,"gfx.kart"));
D_AddFile(va(pandf,srb2waddir,"chars.kart"));
D_AddFile(va(pandf,srb2waddir,"charscleanup.kart"));
D_AddFile(va(pandf,srb2waddir,"maps.kart"));
//D_AddFile(va(pandf,srb2waddir,"sounds.kart"));
MUSICTEST("sounds.kart")

View file

@ -97,25 +97,25 @@ state_t states[NUMSTATES] =
{SPR_PLAY, 3, 1, {NULL}, 0, 0, S_KART_STND1_L}, // S_KART_STND2_L D
{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_STND2_R}, // S_KART_STND1_R E
{SPR_PLAY, 5, 1, {NULL}, 0, 0, S_KART_STND1_R}, // S_KART_STND2_R F
{SPR_PLAY, 6, 1, {NULL}, 0, 0, S_KART_WALK2}, // S_KART_WALK1 G
{SPR_PLAY, 7, 1, {NULL}, 0, 0, S_KART_WALK1}, // S_KART_WALK2 H
{SPR_PLAY, 8, 1, {NULL}, 0, 0, S_KART_WALK2_L}, // S_KART_WALK1_L I
{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_WALK1_L}, // S_KART_WALK2_L J
{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_WALK2_R}, // S_KART_WALK1_R K
{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_WALK1_R}, // S_KART_WALK2_R L
{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_KART_RUN2}, // S_KART_RUN1 M
{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_RUN1}, // S_KART_RUN2 N
{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_KART_RUN2_L}, // S_KART_RUN1_L O
{SPR_PLAY, 15, 1, {NULL}, 0, 0, S_KART_RUN1_L}, // S_KART_RUN2_L P
{SPR_PLAY, 16, 1, {NULL}, 0, 0, S_KART_RUN2_R}, // S_KART_RUN1_R Q
{SPR_PLAY, 17, 1, {NULL}, 0, 0, S_KART_RUN1_R}, // S_KART_RUN2_R R
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT2_L}, // S_KART_DRIFT1_L S
{SPR_PLAY, 19, 1, {NULL}, 0, 0, S_KART_DRIFT1_L}, // S_KART_DRIFT2_L T
{SPR_PLAY, 20, 1, {NULL}, 0, 0, S_KART_DRIFT2_R}, // S_KART_DRIFT1_R U
{SPR_PLAY, 21, 1, {NULL}, 0, 0, S_KART_DRIFT1_R}, // S_KART_DRIFT2_R V
{SPR_PLAY, 22, -1, {NULL}, 0, 0, S_KART_SPIN}, // S_KART_SPIN W
{SPR_PLAY, 22, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_PAIN W
{SPR_PLAY, 23, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_SQUISH X
{SPR_PLAY, 6, 1, {NULL}, 0, 0, S_KART_WALK2}, // S_KART_WALK1 A
{SPR_PLAY, 7, 1, {NULL}, 0, 0, S_KART_WALK1}, // S_KART_WALK2 G
{SPR_PLAY, 8, 1, {NULL}, 0, 0, S_KART_WALK2_L}, // S_KART_WALK1_L C
{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_WALK1_L}, // S_KART_WALK2_L H
{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_WALK2_R}, // S_KART_WALK1_R E
{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_WALK1_R}, // S_KART_WALK2_R I
{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_KART_RUN2}, // S_KART_RUN1 A
{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_RUN1}, // S_KART_RUN2 J
{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_KART_RUN2_L}, // S_KART_RUN1_L C
{SPR_PLAY, 15, 1, {NULL}, 0, 0, S_KART_RUN1_L}, // S_KART_RUN2_L K
{SPR_PLAY, 16, 1, {NULL}, 0, 0, S_KART_RUN2_R}, // S_KART_RUN1_R E
{SPR_PLAY, 17, 1, {NULL}, 0, 0, S_KART_RUN1_R}, // S_KART_RUN2_R L
{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT2_L}, // S_KART_DRIFT1_L M
{SPR_PLAY, 19, 1, {NULL}, 0, 0, S_KART_DRIFT1_L}, // S_KART_DRIFT2_L N
{SPR_PLAY, 20, 1, {NULL}, 0, 0, S_KART_DRIFT2_R}, // S_KART_DRIFT1_R O
{SPR_PLAY, 21, 1, {NULL}, 0, 0, S_KART_DRIFT1_R}, // S_KART_DRIFT2_R P
{SPR_PLAY, 22, -1, {NULL}, 0, 0, S_KART_SPIN}, // S_KART_SPIN Q
{SPR_PLAY, 22, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_PAIN Q
{SPR_PLAY, 23, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_SQUISH R
/*
{SPR_PLAY, 0, 105, {NULL}, 0, 0, S_PLAY_TAP1}, // S_PLAY_STND
{SPR_PLAY, 1, 16, {NULL}, 0, 0, S_PLAY_TAP2}, // S_PLAY_TAP1
@ -178,14 +178,14 @@ state_t states[NUMSTATES] =
// 1-Up Box Sprites (uses player sprite)
// Kart: default to signpost just to ensure there are no missing sprite errors...
{SPR_PLAY, 24, 2, {NULL}, 0, 16, S_PLAY_BOX2}, // S_PLAY_BOX1
{SPR_PLAY, 18, 2, {NULL}, 0, 16, S_PLAY_BOX2}, // S_PLAY_BOX1
{SPR_NULL, 0, 1, {NULL}, 0, 0, S_PLAY_BOX1}, // S_PLAY_BOX2
{SPR_PLAY, 24, 4, {NULL}, 0, 4, S_PLAY_ICON2}, // S_PLAY_ICON1
{SPR_PLAY, 18, 4, {NULL}, 0, 4, S_PLAY_ICON2}, // S_PLAY_ICON1
{SPR_NULL, 0, 12, {NULL}, 0, 0, S_PLAY_ICON3}, // S_PLAY_ICON2
{SPR_PLAY, 24, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
{SPR_PLAY, 18, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
// Level end sign (uses player sprite)
{SPR_PLAY, 24, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN
{SPR_PLAY, 18, 1, {NULL}, 0, 18, S_PLAY_SIGN}, // S_PLAY_SIGN S
// Blue Crawla
{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND