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* Added support for sprite2s to MD2s!
- Name each frame either SPR2_**** or SUPER**** (where **** is the 4-character name) - If the name is 3 characters, '.' is accepted as a substitute for the '_', but a space/absent isn't (for tool-related reasons). - Adds a big sprite2 index array to all models, even non-player ones. Sorry! * Made MD2 frame interpoleration only work across the same spriteset (and sprite2set). * Made MD2 frame interpoleration happen when there's less than a quarter of a second between frames, as opposed to the hardcoded specific animation disabling. * Fixed sprite2-related typo in dehacked.c.
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4da6169892
commit
76300026f8
5 changed files with 133 additions and 43 deletions
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@ -2431,7 +2431,7 @@ 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), i = 0;
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UINT8 super = 0, i = 0;
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if (!skin)
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return 0;
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@ -2442,6 +2442,7 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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{
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if (spr2 & FF_SPR2SUPER)
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{
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super = FF_SPR2SUPER;
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spr2 &= ~FF_SPR2SUPER;
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continue;
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}
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@ -2460,24 +2461,6 @@ UINT8 P_GetSkinSprite2(skin_t *skin, UINT8 spr2, player_t *player)
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spr2 = (player && player->charability == CA_SWIM) ? SPR2_SWIM : SPR2_FLY;
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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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super = FF_SPR2SUPER;
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break;
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case SPR2_NFLT:
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spr2 = SPR2_FLT ;
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super = FF_SPR2SUPER;
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break;
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case SPR2_NSTN:
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spr2 = SPR2_STUN;
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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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// Use the handy list, that's what it's there for!
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default:
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spr2 = spr2defaults[spr2];
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