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Clean up NiGHTS attack character code, fix compile issues
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parent
4ae2482283
commit
35b6b21562
1 changed files with 17 additions and 45 deletions
60
src/m_menu.c
60
src/m_menu.c
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@ -5979,16 +5979,6 @@ static void M_DrawNightsAttackBackground(void)
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if (ntsatkdrawtimer < 0) ntsatkdrawtimer = 0;
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}
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// NiGHTS Attack floating Super Sonic.
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/*static patch_t *ntssupersonic[2];
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static void M_DrawNightsAttackSuperSonic(void)
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{
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const UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_YELLOW, GTC_CACHE);
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INT32 timer = FixedInt(ntsatkdrawtimer/4) % 2;
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angle_t fa = (FixedAngle((FixedInt(ntsatkdrawtimer * 4) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
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V_DrawFixedPatch(235<<FRACBITS, (120<<FRACBITS) - (8*FINESINE(fa)), FRACUNIT, 0, ntssupersonic[timer], colormap);
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}*/
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static void M_DrawLevelPlatterMenu(void)
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{
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UINT8 iter = lsrow, sizeselect = (lswide(lsrow) ? 1 : 0);
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@ -10345,52 +10335,37 @@ void M_DrawNightsAttackMenu(void)
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V_DrawString(104-72, 180, V_TRANSLUCENT, M_GetText("Press ESC to exit"));
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}
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// Super Sonic
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//M_DrawNightsAttackSuperSonic();
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// Draw selected character's NiGHTS sprite
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patch_t *NightsAttackSprite; //The patch for the sprite itself
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patch_t *natksprite; //The patch for the sprite itself
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INT32 spritetimer; //Timer for animating NiGHTS sprite
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INT32 flags; //Flag var for checking if the sprite needs to be flipped
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INT32 skinnumber; //Number for skin
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INT32 color; //natkcolor
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UINT16 color; //natkcolor
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const UINT8 *colormap = NULL; //Colormap var for coloring the sprite
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if (skins[cv_chooseskin.value-1].sprites[SPR2_NFLY].numframes == 0) //If we don't have NiGHTS sprites
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if (skins[cv_chooseskin.value-1]->sprites[SPR2_NFLY].numframes == 0) //If we don't have NiGHTS sprites
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skinnumber = 0; //Default to Sonic
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else
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skinnumber = (cv_chooseskin.value-1);
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spritedef_t *sprdef = &skins[skinnumber].sprites[SPR2_NFLY]; //Make our patch the selected character's NFLY sprite
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spritetimer = FixedInt(ntsatkdrawtimer/2) % skins[skinnumber].sprites[SPR2_NFLY].numframes; //Make the sprite timer cycle though all the frames at 2 tics per frame
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spritedef_t *sprdef = &skins[skinnumber]->sprites[SPR2_NFLY]; //Make our patch the selected character's NFLY sprite
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spritetimer = FixedInt(ntsatkdrawtimer/2) % skins[skinnumber]->sprites[SPR2_NFLY].numframes; //Make the sprite timer cycle though all the frames at 2 tics per frame
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spriteframe_t *sprframe = &sprdef->spriteframes[spritetimer]; //Our animation frame is equal to the number on the timer
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NightsAttackSprite = W_CachePatchNum(sprframe->lumppat[6], PU_PATCH); //Draw the right facing angle
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natksprite = W_CachePatchNum(sprframe->lumppat[6], PU_PATCH); //Draw the right facing angle
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if (skins[skinnumber].natkcolor) //If you set natkcolor use it
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color = skins[skinnumber].natkcolor;
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else if ((skins[skinnumber].flags & SF_SUPER) && !(skins[skinnumber].flags & SF_NONIGHTSSUPER)) //If you go super in NiGHTS, use supercolor
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color = skins[skinnumber].supercolor+4;
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if (skins[skinnumber]->natkcolor) //If you set natkcolor use it
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color = skins[skinnumber]->natkcolor;
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else if ((skins[skinnumber]->flags & SF_SUPER) && !(skins[skinnumber]->flags & SF_NONIGHTSSUPER)) //If you go super in NiGHTS, use supercolor
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color = skins[skinnumber]->supercolor+4;
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else //If you don't go super in NiGHTS or at all, use prefcolor
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color = skins[skinnumber].prefcolor;
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colormap = R_GetTranslationColormap(TC_BLINK, color, GTC_CACHE); //Make the sprite color be our prefcolor
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color = skins[skinnumber]->prefcolor;
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angle_t fa = (FixedAngle(((FixedInt(ntsatkdrawtimer * 4)) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
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if (sprframe->flip & 1<<6) //If our sprite is supposed to be flipped
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flags = V_FLIP; //Flip it
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else
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flags = 0;
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V_DrawFixedPatch((270<<FRACBITS), ((186<<FRACBITS) - (8*FINESINE(fa))), FixedDiv(skins[skinnumber].highresscale, skins[skinnumber].shieldscale), flags, NightsAttackSprite, colormap); //Draw the sprite
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//End of NiGHTS sprite drawing
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V_DrawFixedPatch(270<<FRACBITS, (186<<FRACBITS) - 8*FINESINE(fa),
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FixedDiv(skins[skinnumber]->highresscale, skins[skinnumber]->shieldscale),
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(sprframe->flip & 1<<6) ? V_FLIP : 0,
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natksprite,
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R_GetTranslationColormap(TC_BLINK, color, GTC_CACHE));
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//if (P_HasGrades(cv_nextmap.value, 0))
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// V_DrawScaledPatch(235 - (((ngradeletters[bestoverall])->width)*3)/2, 135, 0, ngradeletters[bestoverall]);
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@ -10483,9 +10458,6 @@ static void M_NightsAttack(INT32 choice)
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// This is really just to make sure Sonic is the played character, just in case
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M_PatchSkinNameTable();
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//ntssupersonic[0] = W_CachePatchName("NTSSONC1", PU_PATCH);
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//ntssupersonic[1] = W_CachePatchName("NTSSONC2", PU_PATCH);
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G_SetGamestate(GS_TIMEATTACK); // do this before M_SetupNextMenu so that menu meta state knows that we're switching
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titlemapinaction = TITLEMAP_OFF; // Nope don't give us HOMs please
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M_SetupNextMenu(&SP_NightsAttackDef);
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