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* Smiles hardcode!
* Add a default behaviour to followmobj (just basic A_CapeChase). * Allow for modifying which character starting a new SP game should start you on, relative to the first valid character. (SOC's "startchar" variable) * Make MF2_SHADOW transferrable via linkdraw. * Modify P_GetSkinSprite2's recursion limiter to have zero chance of ever infinitely looping.
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7 changed files with 321 additions and 10 deletions
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@ -1385,12 +1385,12 @@ static void R_ProjectSprite(mobj_t *thing)
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// specific translucency
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if (!cv_translucency.value)
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; // no translucency
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else if (oldthing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility)
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else if (oldthing->flags2 & MF2_SHADOW || thing->flags2 & MF2_SHADOW) // actually only the player should use this (temporary invisibility)
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vis->transmap = transtables + ((tr_trans80-1)<<FF_TRANSSHIFT); // because now the translucency is set through FF_TRANSMASK
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else if (oldthing->frame & FF_TRANSMASK)
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vis->transmap = transtables + (oldthing->frame & FF_TRANSMASK) - 0x10000;
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if ((oldthing->frame & FF_FULLBRIGHT) || (oldthing->flags2 & MF2_SHADOW))
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if (oldthing->frame & FF_FULLBRIGHT || oldthing->flags2 & MF2_SHADOW || thing->flags2 & MF2_SHADOW)
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vis->cut |= SC_FULLBRIGHT;
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if (vis->cut & SC_FULLBRIGHT
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@ -2438,7 +2438,7 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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while (!(skin->sprites[spr2].numframes)
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&& spr2 != SPR2_STND
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&& ++i != 32) // recursion limiter
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&& ++i < 32) // recursion limiter
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{
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if (spr2 & FF_SPR2SUPER)
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{
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