diff --git a/src/m_menu.c b/src/m_menu.c index 6b6fa7ec9..504a5c6cb 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -5979,16 +5979,6 @@ static void M_DrawNightsAttackBackground(void) if (ntsatkdrawtimer < 0) ntsatkdrawtimer = 0; } -// NiGHTS Attack floating Super Sonic. -/*static patch_t *ntssupersonic[2]; -static void M_DrawNightsAttackSuperSonic(void) -{ - const UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_YELLOW, GTC_CACHE); - INT32 timer = FixedInt(ntsatkdrawtimer/4) % 2; - angle_t fa = (FixedAngle((FixedInt(ntsatkdrawtimer * 4) % 360)<>ANGLETOFINESHIFT) & FINEMASK; - V_DrawFixedPatch(235<sprites[SPR2_NFLY].numframes == 0) //If we don't have NiGHTS sprites skinnumber = 0; //Default to Sonic else skinnumber = (cv_chooseskin.value-1); - spritedef_t *sprdef = &skins[skinnumber].sprites[SPR2_NFLY]; //Make our patch the selected character's NFLY sprite - spritetimer = FixedInt(ntsatkdrawtimer/2) % skins[skinnumber].sprites[SPR2_NFLY].numframes; //Make the sprite timer cycle though all the frames at 2 tics per frame + spritedef_t *sprdef = &skins[skinnumber]->sprites[SPR2_NFLY]; //Make our patch the selected character's NFLY sprite + spritetimer = FixedInt(ntsatkdrawtimer/2) % skins[skinnumber]->sprites[SPR2_NFLY].numframes; //Make the sprite timer cycle though all the frames at 2 tics per frame spriteframe_t *sprframe = &sprdef->spriteframes[spritetimer]; //Our animation frame is equal to the number on the timer - NightsAttackSprite = W_CachePatchNum(sprframe->lumppat[6], PU_PATCH); //Draw the right facing angle + natksprite = W_CachePatchNum(sprframe->lumppat[6], PU_PATCH); //Draw the right facing angle - if (skins[skinnumber].natkcolor) //If you set natkcolor use it - color = skins[skinnumber].natkcolor; - else if ((skins[skinnumber].flags & SF_SUPER) && !(skins[skinnumber].flags & SF_NONIGHTSSUPER)) //If you go super in NiGHTS, use supercolor - color = skins[skinnumber].supercolor+4; + if (skins[skinnumber]->natkcolor) //If you set natkcolor use it + color = skins[skinnumber]->natkcolor; + else if ((skins[skinnumber]->flags & SF_SUPER) && !(skins[skinnumber]->flags & SF_NONIGHTSSUPER)) //If you go super in NiGHTS, use supercolor + color = skins[skinnumber]->supercolor+4; else //If you don't go super in NiGHTS or at all, use prefcolor - color = skins[skinnumber].prefcolor; - - - - colormap = R_GetTranslationColormap(TC_BLINK, color, GTC_CACHE); //Make the sprite color be our prefcolor + color = skins[skinnumber]->prefcolor; angle_t fa = (FixedAngle(((FixedInt(ntsatkdrawtimer * 4)) % 360)<>ANGLETOFINESHIFT) & FINEMASK; - if (sprframe->flip & 1<<6) //If our sprite is supposed to be flipped - flags = V_FLIP; //Flip it - else - flags = 0; - - - V_DrawFixedPatch((270<highresscale, skins[skinnumber]->shieldscale), + (sprframe->flip & 1<<6) ? V_FLIP : 0, + natksprite, + R_GetTranslationColormap(TC_BLINK, color, GTC_CACHE)); //if (P_HasGrades(cv_nextmap.value, 0)) // V_DrawScaledPatch(235 - (((ngradeletters[bestoverall])->width)*3)/2, 135, 0, ngradeletters[bestoverall]); @@ -10483,9 +10458,6 @@ static void M_NightsAttack(INT32 choice) // This is really just to make sure Sonic is the played character, just in case M_PatchSkinNameTable(); - //ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_PATCH); - //ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_PATCH); - G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please M_SetupNextMenu(&SP_NightsAttackDef);