mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2025-03-21 18:32:08 +00:00
Decouple the Sprite2 defaulting from P_SetPlayerMobjState.
This commit is contained in:
parent
cb1fbbf345
commit
080b3c1d6d
1 changed files with 223 additions and 201 deletions
424
src/p_mobj.c
424
src/p_mobj.c
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@ -170,6 +170,223 @@ static void P_CyclePlayerMobjState(mobj_t *mobj)
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}
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}
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//
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// P_GetMobjSprite2
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//
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static UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
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{
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player_t *player = mobj->player;
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skin_t *skin = ((skin_t *)mobj->skin);
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boolean noalt = false;
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UINT8 numframes;
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while (skin && ((numframes = skin->sprites[spr2].numframes) <= 0)
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&& spr2 != SPR2_STND)
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{
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switch(spr2)
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{
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case SPR2_PEEL:
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spr2 = SPR2_RUN;
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break;
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case SPR2_RUN:
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spr2 = SPR2_WALK;
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break;
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case SPR2_DRWN:
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spr2 = SPR2_DEAD;
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break;
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case SPR2_DASH:
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spr2 = SPR2_SPIN;
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break;
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case SPR2_GASP:
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spr2 = SPR2_SPNG;
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break;
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case SPR2_JUMP:
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spr2 = ((player
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? player->charflags
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: skin->flags)
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& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_SPIN;
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break;
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case SPR2_SPNG: // spring
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spr2 = SPR2_FALL;
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break;
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case SPR2_FALL:
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spr2 = SPR2_WALK;
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break;
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case SPR2_RIDE:
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spr2 = SPR2_FALL;
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break;
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case SPR2_FLY:
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spr2 = SPR2_SPNG;
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break;
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case SPR2_SWIM:
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spr2 = SPR2_FLY;
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break;
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case SPR2_TIRE:
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spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
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break;
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case SPR2_GLID:
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spr2 = SPR2_FLY;
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break;
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case SPR2_CLMB:
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spr2 = SPR2_SPIN;
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break;
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case SPR2_CLNG:
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spr2 = SPR2_CLMB;
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break;
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case SPR2_TWIN:
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spr2 = SPR2_SPIN;
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break;
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case SPR2_MLEE:
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spr2 = SPR2_TWIN;
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break;
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// Super sprites fallback to regular sprites
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case SPR2_SWLK:
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spr2 = SPR2_WALK;
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break;
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case SPR2_SRUN:
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spr2 = SPR2_RUN;
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break;
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case SPR2_SPEE:
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spr2 = SPR2_PEEL;
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break;
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case SPR2_SPAN:
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spr2 = SPR2_PAIN;
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break;
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case SPR2_SSTN:
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spr2 = SPR2_SPAN;
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break;
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case SPR2_SDTH:
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spr2 = SPR2_DEAD;
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break;
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case SPR2_SDRN:
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spr2 = SPR2_DRWN;
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break;
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case SPR2_SSPN:
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spr2 = SPR2_SPIN;
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break;
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case SPR2_SGSP:
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spr2 = SPR2_GASP;
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break;
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case SPR2_SJMP:
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spr2 = ((player
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? player->charflags
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: skin->flags)
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& SF_NOJUMPSPIN) ? SPR2_SSPG : SPR2_SSPN;
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break;
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case SPR2_SSPG:
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spr2 = SPR2_SPNG;
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break;
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case SPR2_SFAL:
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spr2 = SPR2_FALL;
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break;
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case SPR2_SEDG:
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spr2 = SPR2_EDGE;
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break;
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case SPR2_SRID:
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spr2 = SPR2_RIDE;
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break;
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case SPR2_SFLT:
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spr2 = SPR2_SWLK;
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break;
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// NiGHTS sprites.
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case SPR2_NTRN:
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spr2 = SPR2_TRNS;
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break;
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case SPR2_NSTD:
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spr2 = SPR2_SSTD;
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break;
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case SPR2_NFLT:
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spr2 = (skin->flags & SF_SUPERANIMS) ? SPR2_SFLT : SPR2_FALL; // This is skin-exclusive so the default NiGHTS skin changing system plays nice.
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break;
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case SPR2_NPUL:
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spr2 = SPR2_NFLT;
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break;
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case SPR2_NPAN:
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spr2 = SPR2_NPUL;
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break;
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case SPR2_NATK:
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spr2 = SPR2_SSPN;
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break;
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/*case SPR2_NGT0:
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spr2 = SPR2_STND;
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break;*/
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case SPR2_NGT1:
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case SPR2_NGT7:
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case SPR2_DRL0:
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spr2 = SPR2_NGT0;
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break;
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case SPR2_NGT2:
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case SPR2_DRL1:
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spr2 = SPR2_NGT1;
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break;
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case SPR2_NGT3:
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case SPR2_DRL2:
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spr2 = SPR2_NGT2;
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break;
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case SPR2_NGT4:
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case SPR2_DRL3:
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spr2 = SPR2_NGT3;
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break;
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case SPR2_NGT5:
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case SPR2_DRL4:
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spr2 = SPR2_NGT4;
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break;
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case SPR2_NGT6:
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case SPR2_DRL5:
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spr2 = SPR2_NGT5;
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break;
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case SPR2_DRL6:
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spr2 = SPR2_NGT6;
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break;
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case SPR2_NGT8:
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case SPR2_DRL7:
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spr2 = SPR2_NGT7;
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break;
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case SPR2_NGT9:
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case SPR2_DRL8:
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spr2 = SPR2_NGT8;
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break;
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case SPR2_NGTA:
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case SPR2_DRL9:
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spr2 = SPR2_NGT9;
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break;
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case SPR2_NGTB:
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case SPR2_DRLA:
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spr2 = SPR2_NGTA;
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break;
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case SPR2_NGTC:
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case SPR2_DRLB:
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spr2 = SPR2_NGTB;
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break;
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case SPR2_DRLC:
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spr2 = SPR2_NGTC;
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break;
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// Sprites for non-player objects? There's nothing we can do.
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case SPR2_SIGN:
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case SPR2_LIFE:
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noalt = true;
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break;
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// Dunno? Just go to standing then.
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default:
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spr2 = SPR2_STND;
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break;
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}
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if (noalt)
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break;
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}
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return spr2;
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}
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//
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// P_SetPlayerMobjState
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// Returns true if the mobj is still present.
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@ -402,210 +619,14 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
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if (st->sprite == SPR_PLAY)
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{
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skin_t *skin = ((skin_t *)mobj->skin);
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boolean noalt = false;
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UINT8 spr2 = st->frame & FF_FRAMEMASK;
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UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1;
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UINT8 numframes;
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while (skin && ((numframes = skin->sprites[spr2].numframes) <= 0)
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&& spr2 != SPR2_STND)
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{
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switch(spr2)
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{
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case SPR2_PEEL:
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spr2 = SPR2_RUN;
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break;
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case SPR2_RUN:
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spr2 = SPR2_WALK;
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break;
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case SPR2_DRWN:
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spr2 = SPR2_DEAD;
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break;
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case SPR2_DASH:
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spr2 = SPR2_SPIN;
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break;
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case SPR2_GASP:
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spr2 = SPR2_SPNG;
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break;
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case SPR2_JUMP:
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spr2 = (player->charflags & SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_SPIN;
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break;
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case SPR2_SPNG: // spring
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spr2 = SPR2_FALL;
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break;
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case SPR2_FALL:
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spr2 = SPR2_WALK;
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break;
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case SPR2_RIDE:
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spr2 = SPR2_FALL;
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break;
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UINT8 spr2 = P_GetMobjSprite2(mobj, st->frame & FF_FRAMEMASK);
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case SPR2_FLY:
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spr2 = SPR2_SPNG;
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break;
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case SPR2_SWIM:
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spr2 = SPR2_FLY;
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break;
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case SPR2_TIRE:
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spr2 = (player->charability == CA_FLY) ? SPR2_FLY : SPR2_SWIM;
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break;
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case SPR2_GLID:
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spr2 = SPR2_FLY;
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break;
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case SPR2_CLMB:
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spr2 = SPR2_SPIN;
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break;
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case SPR2_CLNG:
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spr2 = SPR2_CLMB;
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break;
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case SPR2_TWIN:
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spr2 = SPR2_SPIN;
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break;
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case SPR2_MLEE:
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spr2 = SPR2_TWIN;
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break;
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// Super sprites fallback to regular sprites
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case SPR2_SWLK:
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spr2 = SPR2_WALK;
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break;
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case SPR2_SRUN:
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spr2 = SPR2_RUN;
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break;
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case SPR2_SPEE:
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spr2 = SPR2_PEEL;
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break;
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case SPR2_SPAN:
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spr2 = SPR2_PAIN;
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break;
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case SPR2_SSTN:
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spr2 = SPR2_SPAN;
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break;
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case SPR2_SDTH:
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spr2 = SPR2_DEAD;
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break;
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case SPR2_SDRN:
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spr2 = SPR2_DRWN;
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break;
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case SPR2_SSPN:
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spr2 = SPR2_SPIN;
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break;
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case SPR2_SGSP:
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spr2 = SPR2_GASP;
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break;
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case SPR2_SJMP:
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spr2 = (player->charflags & SF_NOJUMPSPIN) ? SPR2_SSPG : SPR2_SSPN;
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break;
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case SPR2_SSPG:
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spr2 = SPR2_SPNG;
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break;
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case SPR2_SFAL:
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spr2 = SPR2_FALL;
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break;
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case SPR2_SEDG:
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spr2 = SPR2_EDGE;
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break;
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case SPR2_SRID:
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spr2 = SPR2_RIDE;
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break;
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case SPR2_SFLT:
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spr2 = SPR2_SWLK;
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break;
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// NiGHTS sprites.
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case SPR2_NTRN:
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spr2 = SPR2_TRNS;
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break;
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case SPR2_NSTD:
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spr2 = SPR2_SSTD;
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break;
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case SPR2_NFLT:
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spr2 = (skin->flags & SF_SUPERANIMS) ? SPR2_SFLT : SPR2_FALL; // This is skin-exclusive so the default NiGHTS skin changing system plays nice.
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break;
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case SPR2_NPUL:
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spr2 = SPR2_NFLT;
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break;
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case SPR2_NPAN:
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spr2 = SPR2_NPUL;
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break;
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case SPR2_NATK:
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spr2 = SPR2_SSPN;
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break;
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/*case SPR2_NGT0:
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spr2 = SPR2_STND;
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break;*/
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case SPR2_NGT1:
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case SPR2_NGT7:
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case SPR2_DRL0:
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spr2 = SPR2_NGT0;
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break;
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case SPR2_NGT2:
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case SPR2_DRL1:
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spr2 = SPR2_NGT1;
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break;
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case SPR2_NGT3:
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case SPR2_DRL2:
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spr2 = SPR2_NGT2;
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break;
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case SPR2_NGT4:
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case SPR2_DRL3:
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spr2 = SPR2_NGT3;
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break;
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case SPR2_NGT5:
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case SPR2_DRL4:
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spr2 = SPR2_NGT4;
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break;
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case SPR2_NGT6:
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case SPR2_DRL5:
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spr2 = SPR2_NGT5;
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break;
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case SPR2_DRL6:
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spr2 = SPR2_NGT6;
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break;
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case SPR2_NGT8:
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case SPR2_DRL7:
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spr2 = SPR2_NGT7;
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break;
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case SPR2_NGT9:
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case SPR2_DRL8:
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spr2 = SPR2_NGT8;
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break;
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case SPR2_NGTA:
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case SPR2_DRL9:
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spr2 = SPR2_NGT9;
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break;
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case SPR2_NGTB:
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case SPR2_DRLA:
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spr2 = SPR2_NGTA;
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break;
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case SPR2_NGTC:
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case SPR2_DRLB:
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spr2 = SPR2_NGTB;
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break;
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case SPR2_DRLC:
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spr2 = SPR2_NGTC;
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break;
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// Sprites for non-player objects? There's nothing we can do.
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case SPR2_SIGN:
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case SPR2_LIFE:
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noalt = true;
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break;
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// Dunno? Just go to standing then.
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default:
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spr2 = SPR2_STND;
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break;
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}
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if (noalt)
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break;
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}
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if (!skin)
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if (skin)
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numframes = skin->sprites[spr2].numframes;
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else
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{
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frame = 0;
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numframes = 0;
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@ -723,10 +744,11 @@ boolean P_SetMobjState(mobj_t *mobj, statenum_t state)
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if (st->sprite == SPR_PLAY)
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{
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skin_t *skin = ((skin_t *)mobj->skin);
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UINT8 spr2 = st->frame & FF_FRAMEMASK;
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UINT16 frame = (mobj->frame & FF_FRAMEMASK)+1;
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UINT8 numframes;
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UINT8 spr2 = P_GetMobjSprite2(mobj, st->frame & FF_FRAMEMASK);
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if (skin)
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numframes = skin->sprites[spr2].numframes;
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else
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