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https://git.do.srb2.org/STJr/SRB2.git
synced 2025-05-31 08:51:03 +00:00
Add spr2defaults[] array to make sprite2 defaulting system much, much simpler to manage.
This is in preparation for a seperate project which still involves sprite2s.
This commit is contained in:
parent
c17eb94ef7
commit
4da6169892
6 changed files with 251 additions and 138 deletions
136
src/r_things.c
136
src/r_things.c
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@ -2431,13 +2431,14 @@ CV_PossibleValue_t skin_cons_t[MAXSKINS+1];
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UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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{
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UINT8 super = (spr2 & FF_SPR2SUPER);
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UINT8 super = (spr2 & FF_SPR2SUPER), i = 0;
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if (!skin)
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return 0;
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while (!(skin->sprites[spr2].numframes)
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&& spr2 != SPR2_STND)
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&& spr2 != SPR2_STND
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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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@ -2447,83 +2448,18 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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switch(spr2)
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{
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case SPR2_RUN:
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spr2 = SPR2_WALK;
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break;
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case SPR2_STUN:
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spr2 = SPR2_PAIN;
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break;
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case SPR2_DRWN:
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spr2 = SPR2_DEAD;
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break;
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case SPR2_SPIN:
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spr2 = SPR2_ROLL;
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break;
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case SPR2_GASP:
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spr2 = SPR2_SPNG;
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break;
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// Normal special cases.
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case SPR2_JUMP:
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spr2 = ((player
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? player->charflags
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: skin->flags)
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& SF_NOJUMPSPIN) ? SPR2_SPNG : SPR2_ROLL;
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break;
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case SPR2_SPNG: // spring
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spr2 = SPR2_FALL;
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break;
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case SPR2_FALL:
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spr2 = SPR2_WALK;
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break;
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case SPR2_RIDE:
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spr2 = SPR2_FALL;
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break;
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case SPR2_FLY :
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spr2 = SPR2_SPNG;
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break;
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case SPR2_SWIM:
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spr2 = SPR2_FLY ;
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break;
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case SPR2_TIRE:
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spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
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break;
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case SPR2_GLID:
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spr2 = SPR2_FLY;
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break;
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case SPR2_CLMB:
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spr2 = SPR2_ROLL;
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break;
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case SPR2_CLNG:
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spr2 = SPR2_CLMB;
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break;
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case SPR2_FLT :
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spr2 = SPR2_WALK;
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break;
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case SPR2_FRUN:
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spr2 = SPR2_RUN ;
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break;
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case SPR2_DASH:
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spr2 = SPR2_FRUN;
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break;
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case SPR2_BNCE:
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spr2 = SPR2_FALL;
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break;
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case SPR2_BLND:
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spr2 = SPR2_ROLL;
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break;
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case SPR2_TWIN:
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spr2 = SPR2_ROLL;
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break;
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case SPR2_MLEE:
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spr2 = SPR2_TWIN;
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break;
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// NiGHTS sprites.
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case SPR2_NSTD:
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spr2 = SPR2_STND;
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@ -2535,72 +2471,16 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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break;
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case SPR2_NSTN:
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spr2 = SPR2_STUN;
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break;
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case SPR2_NPUL:
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spr2 = SPR2_NSTN;
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super = FF_SPR2SUPER;
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break;
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case SPR2_NATK:
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spr2 = SPR2_ROLL;
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super = FF_SPR2SUPER;
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break;
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/*case SPR2_NGT0:
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spr2 = SPR2_NFLT;
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break;*/
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case SPR2_NGT1:
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case SPR2_NGT7:
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case SPR2_DRL0:
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spr2 = SPR2_NGT0;
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break;
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case SPR2_NGT2:
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case SPR2_DRL1:
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spr2 = SPR2_NGT1;
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break;
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case SPR2_NGT3:
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case SPR2_DRL2:
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spr2 = SPR2_NGT2;
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break;
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case SPR2_NGT4:
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case SPR2_DRL3:
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spr2 = SPR2_NGT3;
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break;
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case SPR2_NGT5:
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case SPR2_DRL4:
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spr2 = SPR2_NGT4;
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break;
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case SPR2_NGT6:
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case SPR2_DRL5:
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spr2 = SPR2_NGT5;
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break;
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case SPR2_DRL6:
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spr2 = SPR2_NGT6;
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break;
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case SPR2_NGT8:
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case SPR2_DRL7:
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spr2 = SPR2_NGT7;
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break;
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case SPR2_NGT9:
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case SPR2_DRL8:
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spr2 = SPR2_NGT8;
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break;
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case SPR2_NGTA:
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case SPR2_DRL9:
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spr2 = SPR2_NGT9;
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break;
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case SPR2_NGTB:
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case SPR2_DRLA:
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spr2 = SPR2_NGTA;
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break;
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case SPR2_NGTC:
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case SPR2_DRLB:
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spr2 = SPR2_NGTB;
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break;
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case SPR2_DRLC:
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spr2 = SPR2_NGTC;
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break;
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// Dunno? Just go to standing then.
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// Use the handy list, that's what it's there for!
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default:
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spr2 = SPR2_STND;
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spr2 = spr2defaults[spr2];
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break;
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}
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