Merge branch 'clear-sign-sprite' into 'next'

Add generic signpost sprite for skins that don't have one

See merge request STJr/SRB2!626
This commit is contained in:
James R 2020-01-16 19:57:54 -05:00
commit 1be648578f
4 changed files with 47 additions and 38 deletions

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@ -6015,6 +6015,7 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
"S_SIGNSTOP",
"S_SIGNBOARD",
"S_EGGMANSIGN",
"S_CLEARSIGN",
// Spike Ball
"S_SPIKEBALL1",

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@ -1849,18 +1849,19 @@ state_t states[NUMSTATES] =
{SPR_BBLS, 3, 8, {A_BubbleCheck}, 0, 0, S_BUBBLES1}, // S_BUBBLES4
// Level End Sign
{SPR_SIGN, 0, -1, {A_SignPlayer}, -3, 0, S_NULL}, // S_SIGN
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN2}, // S_SIGNSPIN1
{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN1, S_SIGNSPIN3}, // S_SIGNSPIN2
{SPR_SIGN, 0, 0, {A_SignPlayer}, -2, 0, S_SIGNSPIN4}, // S_SIGNSPIN3
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN5}, // S_SIGNSPIN4
{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN4, S_SIGNSPIN6}, // S_SIGNSPIN5
{SPR_SIGN, 0, 0, {A_SignPlayer}, -3, 0, S_SIGNSPIN1}, // S_SIGNSPIN6
{SPR_SIGN, 0, 1, {A_SignPlayer}, -1, 0, S_SIGNSLOW}, // S_SIGNPLAYER
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSLOW}, // S_SIGNSLOW
{SPR_SIGN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNSTOP
{SPR_SIGN, FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNBOARD
{SPR_SIGN, FF_PAPERSPRITE|1, -1, {NULL}, 0, 29, S_NULL}, // S_EGGMANSIGN
{SPR_SIGN, 0, -1, {A_SignPlayer}, -3, 0, S_NULL}, // S_SIGN
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN2}, // S_SIGNSPIN1
{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN1, S_SIGNSPIN3}, // S_SIGNSPIN2
{SPR_SIGN, 0, 0, {A_SignPlayer}, -2, 0, S_SIGNSPIN4}, // S_SIGNSPIN3
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSPIN5}, // S_SIGNSPIN4
{SPR_SIGN, 0, 0, {A_Repeat}, 4, S_SIGNSPIN4, S_SIGNSPIN6}, // S_SIGNSPIN5
{SPR_SIGN, 0, 0, {A_SignPlayer}, -3, 0, S_SIGNSPIN1}, // S_SIGNSPIN6
{SPR_SIGN, 0, 1, {A_SignPlayer}, -1, 0, S_SIGNSLOW}, // S_SIGNPLAYER
{SPR_SIGN, 0, 1, {A_SignSpin}, 30, 0, S_SIGNSLOW}, // S_SIGNSLOW
{SPR_SIGN, 0, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNSTOP
{SPR_SIGN, FF_PAPERSPRITE| 2, -1, {NULL}, 0, 0, S_NULL}, // S_SIGNBOARD
{SPR_SIGN, FF_PAPERSPRITE| 1, -1, {NULL}, 0, 29, S_NULL}, // S_EGGMANSIGN
{SPR_SIGN, FF_PAPERSPRITE|18, -1, {NULL}, 0, 29, S_NULL}, // S_CLEARSIGN
// Spike Ball
{SPR_SPIK, 0, 1, {NULL}, 0, 0, S_SPIKEBALL2}, // S_SPIKEBALL1
@ -7850,7 +7851,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
MT_SPARK, // painchance
sfx_s3kb8, // painsound
S_EGGMANSIGN, // meleestate
S_NULL, // missilestate
S_CLEARSIGN, // missilestate
S_SIGNSTOP, // deathstate
S_NULL, // xdeathstate
sfx_s3k64, // deathsound

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@ -2021,6 +2021,7 @@ typedef enum state
S_SIGNSTOP,
S_SIGNBOARD,
S_EGGMANSIGN,
S_CLEARSIGN,
// Spike Ball
S_SPIKEBALL1,

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@ -5177,6 +5177,8 @@ void A_SignPlayer(mobj_t *actor)
if (signcolor)
;
else if (!skin->sprites[SPR2_SIGN].numframes)
signcolor = facecolor;
else if ((actor->target->player->skincolor == skin->prefcolor) && (skin->prefoppositecolor)) // Set it as the skin's preferred oppositecolor?
signcolor = skin->prefoppositecolor;
else if (actor->target->player->skincolor) // Set the sign to be an appropriate background color for this player's skincolor.
@ -5187,33 +5189,25 @@ void A_SignPlayer(mobj_t *actor)
else if (locvar1 != -3) // set to a defined skin
{
// I turned this function into a fucking mess. I'm so sorry. -Lach
if (locvar1 == -2) // next skin
if (locvar1 == -2) // random skin
{
#define skincheck(num) (player ? !R_SkinUsable(player-players, num) : skins[num].availability > 0)
player_t *player = actor->target ? actor->target->player : NULL;
UINT8 skinnum;
#define skincheck(num) (player ? !R_SkinUsable(player-players, num) : skins[num].availability > 0)
if (ov->skin == NULL) // pick a random skin to start with!
UINT8 skincount = 0;
for (skincount = 0; skincount < numskins; skincount++)
if (!skincheck(skincount))
skincount++;
skinnum = P_RandomKey(skincount);
for (skincount = 0; skincount < numskins; skincount++)
{
UINT8 skincount = 0;
for (skincount = 0; skincount < numskins; skincount++)
if (!skincheck(skincount))
skincount++;
skinnum = P_RandomKey(skincount);
for (skincount = 0; skincount < numskins; skincount++)
{
if (skincount > skinnum)
break;
if (skincheck(skincount))
skinnum++;
}
if (skincount > skinnum)
break;
if (skincheck(skincount))
skinnum++;
}
else // otherwise, advance 1 skin
{
skinnum = (skin_t*)ov->skin-skins;
while ((skinnum = (skinnum + 1) % numskins) && skincheck(skinnum));
}
#undef skincheck
skin = &skins[skinnum];
#undef skincheck
}
else // specific skin
skin = &skins[locvar1];
@ -5221,21 +5215,33 @@ void A_SignPlayer(mobj_t *actor)
facecolor = skin->prefcolor;
if (signcolor)
;
else if (!skin->sprites[SPR2_SIGN].numframes)
signcolor = facecolor;
else if (skin->prefoppositecolor)
signcolor = skin->prefoppositecolor;
else if (facecolor)
signcolor = Color_Opposite[facecolor - 1][0];
}
if (skin && skin->sprites[SPR2_SIGN].numframes) // player face
if (skin)
{
ov->color = facecolor;
ov->skin = skin;
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
if (skin->sprites[SPR2_SIGN].numframes) // player face
{
ov->color = facecolor;
ov->skin = skin;
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
}
else // CLEAR! sign
{
ov->color = SKINCOLOR_NONE;
ov->skin = NULL; // needs to be NULL in the case of SF_HIRES characters
P_SetMobjState(ov, actor->info->missilestate); // S_CLEARSIGN
}
}
else // Eggman face
{
ov->color = SKINCOLOR_NONE;
ov->skin = NULL;
P_SetMobjState(ov, actor->info->meleestate); // S_EGGMANSIGN
if (!signcolor)
signcolor = SKINCOLOR_CARBON;