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https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2025-02-21 11:21:47 +00:00
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.
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7f2090aeae
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2 changed files with 24 additions and 24 deletions
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@ -954,7 +954,7 @@ static void IdentifyVersion(void)
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// SRB2kart - Add graphics (temp) // The command for md5 checks is "W_VerifyFileMD5" - looks for ASSET_HASH_SRB2_SRB in config.h.in
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D_AddFile(va(pandf,srb2waddir,"gfx.kart"));
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D_AddFile(va(pandf,srb2waddir,"chars.kart"));
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D_AddFile(va(pandf,srb2waddir,"charscleanup.kart"));
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D_AddFile(va(pandf,srb2waddir,"maps.kart"));
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//D_AddFile(va(pandf,srb2waddir,"sounds.kart"));
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MUSICTEST("sounds.kart")
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46
src/info.c
46
src/info.c
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@ -97,25 +97,25 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, 3, 1, {NULL}, 0, 0, S_KART_STND1_L}, // S_KART_STND2_L D
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{SPR_PLAY, 4, 1, {NULL}, 0, 0, S_KART_STND2_R}, // S_KART_STND1_R E
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{SPR_PLAY, 5, 1, {NULL}, 0, 0, S_KART_STND1_R}, // S_KART_STND2_R F
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{SPR_PLAY, 6, 1, {NULL}, 0, 0, S_KART_WALK2}, // S_KART_WALK1 G
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{SPR_PLAY, 7, 1, {NULL}, 0, 0, S_KART_WALK1}, // S_KART_WALK2 H
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{SPR_PLAY, 8, 1, {NULL}, 0, 0, S_KART_WALK2_L}, // S_KART_WALK1_L I
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{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_WALK1_L}, // S_KART_WALK2_L J
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{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_WALK2_R}, // S_KART_WALK1_R K
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{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_WALK1_R}, // S_KART_WALK2_R L
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{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_KART_RUN2}, // S_KART_RUN1 M
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{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_RUN1}, // S_KART_RUN2 N
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{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_KART_RUN2_L}, // S_KART_RUN1_L O
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{SPR_PLAY, 15, 1, {NULL}, 0, 0, S_KART_RUN1_L}, // S_KART_RUN2_L P
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{SPR_PLAY, 16, 1, {NULL}, 0, 0, S_KART_RUN2_R}, // S_KART_RUN1_R Q
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{SPR_PLAY, 17, 1, {NULL}, 0, 0, S_KART_RUN1_R}, // S_KART_RUN2_R R
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{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT2_L}, // S_KART_DRIFT1_L S
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{SPR_PLAY, 19, 1, {NULL}, 0, 0, S_KART_DRIFT1_L}, // S_KART_DRIFT2_L T
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{SPR_PLAY, 20, 1, {NULL}, 0, 0, S_KART_DRIFT2_R}, // S_KART_DRIFT1_R U
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{SPR_PLAY, 21, 1, {NULL}, 0, 0, S_KART_DRIFT1_R}, // S_KART_DRIFT2_R V
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{SPR_PLAY, 22, -1, {NULL}, 0, 0, S_KART_SPIN}, // S_KART_SPIN W
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{SPR_PLAY, 22, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_PAIN W
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{SPR_PLAY, 23, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_SQUISH X
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{SPR_PLAY, 6, 1, {NULL}, 0, 0, S_KART_WALK2}, // S_KART_WALK1 A
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{SPR_PLAY, 7, 1, {NULL}, 0, 0, S_KART_WALK1}, // S_KART_WALK2 G
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{SPR_PLAY, 8, 1, {NULL}, 0, 0, S_KART_WALK2_L}, // S_KART_WALK1_L C
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{SPR_PLAY, 9, 1, {NULL}, 0, 0, S_KART_WALK1_L}, // S_KART_WALK2_L H
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{SPR_PLAY, 10, 1, {NULL}, 0, 0, S_KART_WALK2_R}, // S_KART_WALK1_R E
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{SPR_PLAY, 11, 1, {NULL}, 0, 0, S_KART_WALK1_R}, // S_KART_WALK2_R I
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{SPR_PLAY, 12, 1, {NULL}, 0, 0, S_KART_RUN2}, // S_KART_RUN1 A
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{SPR_PLAY, 13, 1, {NULL}, 0, 0, S_KART_RUN1}, // S_KART_RUN2 J
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{SPR_PLAY, 14, 1, {NULL}, 0, 0, S_KART_RUN2_L}, // S_KART_RUN1_L C
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{SPR_PLAY, 15, 1, {NULL}, 0, 0, S_KART_RUN1_L}, // S_KART_RUN2_L K
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{SPR_PLAY, 16, 1, {NULL}, 0, 0, S_KART_RUN2_R}, // S_KART_RUN1_R E
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{SPR_PLAY, 17, 1, {NULL}, 0, 0, S_KART_RUN1_R}, // S_KART_RUN2_R L
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{SPR_PLAY, 18, 1, {NULL}, 0, 0, S_KART_DRIFT2_L}, // S_KART_DRIFT1_L M
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{SPR_PLAY, 19, 1, {NULL}, 0, 0, S_KART_DRIFT1_L}, // S_KART_DRIFT2_L N
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{SPR_PLAY, 20, 1, {NULL}, 0, 0, S_KART_DRIFT2_R}, // S_KART_DRIFT1_R O
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{SPR_PLAY, 21, 1, {NULL}, 0, 0, S_KART_DRIFT1_R}, // S_KART_DRIFT2_R P
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{SPR_PLAY, 22, -1, {NULL}, 0, 0, S_KART_SPIN}, // S_KART_SPIN Q
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{SPR_PLAY, 22, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_PAIN Q
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{SPR_PLAY, 23, 350, {NULL}, 0, 0, S_KART_STND1}, // S_KART_SQUISH R
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/*
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{SPR_PLAY, 0, 105, {NULL}, 0, 0, S_PLAY_TAP1}, // S_PLAY_STND
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{SPR_PLAY, 1, 16, {NULL}, 0, 0, S_PLAY_TAP2}, // S_PLAY_TAP1
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@ -178,14 +178,14 @@ state_t states[NUMSTATES] =
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// 1-Up Box Sprites (uses player sprite)
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// Kart: default to signpost just to ensure there are no missing sprite errors...
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{SPR_PLAY, 24, 2, {NULL}, 0, 16, S_PLAY_BOX2}, // S_PLAY_BOX1
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{SPR_PLAY, 18, 2, {NULL}, 0, 16, S_PLAY_BOX2}, // S_PLAY_BOX1
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{SPR_NULL, 0, 1, {NULL}, 0, 0, S_PLAY_BOX1}, // S_PLAY_BOX2
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{SPR_PLAY, 24, 4, {NULL}, 0, 4, S_PLAY_ICON2}, // S_PLAY_ICON1
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{SPR_PLAY, 18, 4, {NULL}, 0, 4, S_PLAY_ICON2}, // S_PLAY_ICON1
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{SPR_NULL, 0, 12, {NULL}, 0, 0, S_PLAY_ICON3}, // S_PLAY_ICON2
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{SPR_PLAY, 24, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
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{SPR_PLAY, 18, 18, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
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// Level end sign (uses player sprite)
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{SPR_PLAY, 24, 1, {NULL}, 0, 24, S_PLAY_SIGN}, // S_PLAY_SIGN
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{SPR_PLAY, 18, 1, {NULL}, 0, 18, S_PLAY_SIGN}, // S_PLAY_SIGN S
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// Blue Crawla
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{SPR_POSS, 0, 5, {A_Look}, 0, 0, S_POSS_STND}, // S_POSS_STND
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