Clean up NiGHTS attack character code, fix compile issues

This commit is contained in:
spherallic 2024-01-11 13:18:32 +01:00
parent 4ae2482283
commit 35b6b21562

View file

@ -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)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
V_DrawFixedPatch(235<<FRACBITS, (120<<FRACBITS) - (8*FINESINE(fa)), FRACUNIT, 0, ntssupersonic[timer], colormap);
}*/
static void M_DrawLevelPlatterMenu(void)
{
UINT8 iter = lsrow, sizeselect = (lswide(lsrow) ? 1 : 0);
@ -10345,52 +10335,37 @@ void M_DrawNightsAttackMenu(void)
V_DrawString(104-72, 180, V_TRANSLUCENT, M_GetText("Press ESC to exit"));
}
// Super Sonic
//M_DrawNightsAttackSuperSonic();
// Draw selected character's NiGHTS sprite
patch_t *NightsAttackSprite; //The patch for the sprite itself
patch_t *natksprite; //The patch for the sprite itself
INT32 spritetimer; //Timer for animating NiGHTS sprite
INT32 flags; //Flag var for checking if the sprite needs to be flipped
INT32 skinnumber; //Number for skin
INT32 color; //natkcolor
UINT16 color; //natkcolor
const UINT8 *colormap = NULL; //Colormap var for coloring the sprite
if (skins[cv_chooseskin.value-1].sprites[SPR2_NFLY].numframes == 0) //If we don't have NiGHTS sprites
if (skins[cv_chooseskin.value-1]->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)<<FRACBITS)>>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<<FRACBITS), ((186<<FRACBITS) - (8*FINESINE(fa))), FixedDiv(skins[skinnumber].highresscale, skins[skinnumber].shieldscale), flags, NightsAttackSprite, colormap); //Draw the sprite
//End of NiGHTS sprite drawing
V_DrawFixedPatch(270<<FRACBITS, (186<<FRACBITS) - 8*FINESINE(fa),
FixedDiv(skins[skinnumber]->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);