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* Remove the 22(!!) NiGHTS sprite2s that no longer get used in ROTSPRITE builds (which should be our main builds going forward).
* Rename `SPR2_NGT0` to `SPR2_NFLY`, and `SPR2_DRL0` to `SPR2_NDRL` to account for this. (requires modifying player.dta)
This commit is contained in:
parent
10d1b63ff2
commit
afe28b0a0a
6 changed files with 35 additions and 189 deletions
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@ -791,7 +791,7 @@ static void resynch_read_player(resynch_pak *rsp)
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players[i].mo->scalespeed = LONG(rsp->scalespeed);
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// And finally, SET THE MOBJ SKIN damn it.
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if ((players[i].powers[pw_carry] == CR_NIGHTSMODE) && (skins[players[i].skin].sprites[SPR2_NGT0].numframes == 0))
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if ((players[i].powers[pw_carry] == CR_NIGHTSMODE) && (skins[players[i].skin].sprites[SPR2_NFLY].numframes == 0))
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{
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players[i].mo->skin = &skins[DEFAULTNIGHTSSKIN];
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players[i].mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor; // this will be corrected by thinker to super flash
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@ -4633,40 +4633,14 @@ static const char *const STATE_LIST[] = { // array length left dynamic for sanit
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"S_PLAY_NIGHTS_TRANS4",
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"S_PLAY_NIGHTS_TRANS5",
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"S_PLAY_NIGHTS_TRANS6",
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"S_PLAY_NIGHTS_STAND",
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"S_PLAY_NIGHTS_FLOAT",
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"S_PLAY_NIGHTS_FLY",
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"S_PLAY_NIGHTS_DRILL",
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"S_PLAY_NIGHTS_STUN",
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"S_PLAY_NIGHTS_PULL",
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"S_PLAY_NIGHTS_ATTACK",
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"S_PLAY_NIGHTS_FLY0",
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"S_PLAY_NIGHTS_DRILL0",
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"S_PLAY_NIGHTS_FLY1",
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"S_PLAY_NIGHTS_DRILL1",
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"S_PLAY_NIGHTS_FLY2",
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"S_PLAY_NIGHTS_DRILL2",
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"S_PLAY_NIGHTS_FLY3",
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"S_PLAY_NIGHTS_DRILL3",
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"S_PLAY_NIGHTS_FLY4",
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"S_PLAY_NIGHTS_DRILL4",
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"S_PLAY_NIGHTS_FLY5",
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"S_PLAY_NIGHTS_DRILL5",
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"S_PLAY_NIGHTS_FLY6",
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"S_PLAY_NIGHTS_DRILL6",
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"S_PLAY_NIGHTS_FLY7",
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"S_PLAY_NIGHTS_DRILL7",
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"S_PLAY_NIGHTS_FLY8",
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"S_PLAY_NIGHTS_DRILL8",
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"S_PLAY_NIGHTS_FLY9",
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"S_PLAY_NIGHTS_DRILL9",
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"S_PLAY_NIGHTS_FLYA",
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"S_PLAY_NIGHTS_DRILLA",
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"S_PLAY_NIGHTS_FLYB",
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"S_PLAY_NIGHTS_DRILLB",
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"S_PLAY_NIGHTS_FLYC",
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"S_PLAY_NIGHTS_DRILLC",
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// c:
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"S_TAILSOVERLAY_STAND",
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"S_TAILSOVERLAY_0DEGREES",
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92
src/info.c
92
src/info.c
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@ -553,38 +553,12 @@ char spr2names[NUMPLAYERSPRITES][5] =
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"NSTD",
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"NFLT",
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"NFLY",
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"NDRL",
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"NSTN",
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"NPUL",
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"NATK",
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"NGT0",
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"NGT1",
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"NGT2",
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"NGT3",
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"NGT4",
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"NGT5",
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"NGT6",
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"NGT7",
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"NGT8",
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"NGT9",
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"NGTA",
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"NGTB",
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"NGTC",
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"DRL0",
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"DRL1",
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"DRL2",
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"DRL3",
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"DRL4",
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"DRL5",
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"DRL6",
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"DRL7",
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"DRL8",
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"DRL9",
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"DRLA",
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"DRLB",
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"DRLC",
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"TAL0",
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"TAL1",
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"TAL2",
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@ -656,38 +630,12 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
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FF_SPR2SUPER|SPR2_STND, // SPR2_NSTD,
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FF_SPR2SUPER|SPR2_FLT , // SPR2_NFLT,
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0, // SPR2_NFLY, (will never be referenced unless skin 0 lacks this)
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SPR2_NFLY, // SPR2_NDRL,
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FF_SPR2SUPER|SPR2_STUN, // SPR2_NSTN,
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SPR2_NSTN, // SPR2_NPUL,
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FF_SPR2SUPER|SPR2_ROLL, // SPR2_NATK,
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0, // SPR2_NGT0, (will never be referenced unless skin 0 lacks this)
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SPR2_NGT0, // SPR2_NGT1,
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SPR2_NGT1, // SPR2_NGT2,
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SPR2_NGT2, // SPR2_NGT3,
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SPR2_NGT3, // SPR2_NGT4,
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SPR2_NGT4, // SPR2_NGT5,
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SPR2_NGT5, // SPR2_NGT6,
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SPR2_NGT0, // SPR2_NGT7,
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SPR2_NGT7, // SPR2_NGT8,
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SPR2_NGT8, // SPR2_NGT9,
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SPR2_NGT9, // SPR2_NGTA,
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SPR2_NGTA, // SPR2_NGTB,
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SPR2_NGTB, // SPR2_NGTC,
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SPR2_NGT0, // SPR2_DRL0,
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SPR2_NGT1, // SPR2_DRL1,
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SPR2_NGT2, // SPR2_DRL2,
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SPR2_NGT3, // SPR2_DRL3,
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SPR2_NGT4, // SPR2_DRL4,
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SPR2_NGT5, // SPR2_DRL5,
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SPR2_NGT6, // SPR2_DRL6,
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SPR2_NGT7, // SPR2_DRL7,
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SPR2_NGT8, // SPR2_DRL8,
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SPR2_NGT9, // SPR2_DRL9,
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SPR2_NGTA, // SPR2_DRLA,
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SPR2_NGTB, // SPR2_DRLB,
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SPR2_NGTC, // SPR2_DRLC,
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0, // SPR2_TAL0, (this will look mighty stupid but oh well)
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SPR2_TAL0, // SPR2_TAL1,
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SPR2_TAL1, // SPR2_TAL2,
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@ -818,41 +766,15 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_TRANS6}, // S_PLAY_NIGHTS_TRANS5
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{SPR_PLAY, SPR2_TRNS|FF_FULLBRIGHT, 21, {A_FadeOverlay}, 2, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_TRANS5
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// NiGHTS Player, stand, float, pain, pull and attack
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// NiGHTS Player
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{SPR_PLAY, SPR2_NSTD, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_STAND}, // S_PLAY_NIGHTS_STAND
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{SPR_PLAY, SPR2_NFLT, 7, {NULL}, 0, 0, S_PLAY_NIGHTS_FLOAT}, // S_PLAY_NIGHTS_FLOAT
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{SPR_PLAY, SPR2_NFLY, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY}, // S_PLAY_NIGHTS_FLY
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{SPR_PLAY, SPR2_NDRL, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL}, // S_PLAY_NIGHTS_DRILL
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{SPR_PLAY, SPR2_NSTN, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_STUN}, // S_PLAY_NIGHTS_STUN
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{SPR_PLAY, SPR2_NPUL, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_PULL}, // S_PLAY_NIGHTS_PULL
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{SPR_PLAY, SPR2_NATK, 1, {NULL}, 0, 0, S_PLAY_NIGHTS_ATTACK}, // S_PLAY_NIGHTS_ATTACK
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// NiGHTS Player, flying and drilling
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{SPR_PLAY, SPR2_NGT0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY0}, // S_PLAY_NIGHTS_FLY0
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{SPR_PLAY, SPR2_DRL0, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL0}, // S_PLAY_NIGHTS_DRILL0
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{SPR_PLAY, SPR2_NGT1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY1}, // S_PLAY_NIGHTS_FLY1
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{SPR_PLAY, SPR2_DRL1, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL1}, // S_PLAY_NIGHTS_DRILL1
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{SPR_PLAY, SPR2_NGT2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY2}, // S_PLAY_NIGHTS_FLY2
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{SPR_PLAY, SPR2_DRL2, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL2}, // S_PLAY_NIGHTS_DRILL2
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{SPR_PLAY, SPR2_NGT3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY3}, // S_PLAY_NIGHTS_FLY3
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{SPR_PLAY, SPR2_DRL3, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL3}, // S_PLAY_NIGHTS_DRILL3
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{SPR_PLAY, SPR2_NGT4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY4}, // S_PLAY_NIGHTS_FLY4
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{SPR_PLAY, SPR2_DRL4, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL4}, // S_PLAY_NIGHTS_DRILL4
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{SPR_PLAY, SPR2_NGT5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY5}, // S_PLAY_NIGHTS_FLY5
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{SPR_PLAY, SPR2_DRL5, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL5}, // S_PLAY_NIGHTS_DRILL5
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{SPR_PLAY, SPR2_NGT6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY6}, // S_PLAY_NIGHTS_FLY6
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{SPR_PLAY, SPR2_DRL6, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL6}, // S_PLAY_NIGHTS_DRILL6
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{SPR_PLAY, SPR2_NGT7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY7}, // S_PLAY_NIGHTS_FLY7
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{SPR_PLAY, SPR2_DRL7, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL7}, // S_PLAY_NIGHTS_DRILL7
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{SPR_PLAY, SPR2_NGT8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY8}, // S_PLAY_NIGHTS_FLY8
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{SPR_PLAY, SPR2_DRL8, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL8}, // S_PLAY_NIGHTS_DRILL8
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{SPR_PLAY, SPR2_NGT9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLY9}, // S_PLAY_NIGHTS_FLY9
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{SPR_PLAY, SPR2_DRL9, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILL9}, // S_PLAY_NIGHTS_DRILL9
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{SPR_PLAY, SPR2_NGTA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYA}, // S_PLAY_NIGHTS_FLYA
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{SPR_PLAY, SPR2_DRLA, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLA}, // S_PLAY_NIGHTS_DRILLA
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{SPR_PLAY, SPR2_NGTB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYB}, // S_PLAY_NIGHTS_FLYB
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{SPR_PLAY, SPR2_DRLB, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLB}, // S_PLAY_NIGHTS_DRILLB
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{SPR_PLAY, SPR2_NGTC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_FLYC}, // S_PLAY_NIGHTS_FLYC
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{SPR_PLAY, SPR2_DRLC, 2, {NULL}, 0, 0, S_PLAY_NIGHTS_DRILLC}, // S_PLAY_NIGHTS_DRILLC
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// c:
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{SPR_PLAY, SPR2_TAL0|FF_SPR2MIDSTART, 5, {NULL}, 0, 0, S_TAILSOVERLAY_STAND}, // S_TAILSOVERLAY_STAND
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{SPR_PLAY, SPR2_TAL1|FF_SPR2MIDSTART, 35, {NULL}, 0, 0, S_TAILSOVERLAY_0DEGREES}, // S_TAILSOVERLAY_0DEGREES
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62
src/info.h
62
src/info.h
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@ -822,40 +822,12 @@ typedef enum playersprite
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SPR2_NSTD, // NiGHTS stand
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SPR2_NFLT, // NiGHTS float
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SPR2_NFLY, // NiGHTS fly
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SPR2_NDRL, // NiGHTS drill
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SPR2_NSTN, // NiGHTS stun
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SPR2_NPUL, // NiGHTS pull
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SPR2_NATK, // NiGHTS attack
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// NiGHTS flight
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SPR2_NGT0,
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SPR2_NGT1,
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SPR2_NGT2,
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SPR2_NGT3,
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SPR2_NGT4,
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SPR2_NGT5,
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SPR2_NGT6,
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SPR2_NGT7,
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SPR2_NGT8,
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SPR2_NGT9,
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SPR2_NGTA,
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SPR2_NGTB,
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SPR2_NGTC,
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// NiGHTS drill
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SPR2_DRL0,
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SPR2_DRL1,
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SPR2_DRL2,
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SPR2_DRL3,
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SPR2_DRL4,
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SPR2_DRL5,
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SPR2_DRL6,
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SPR2_DRL7,
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SPR2_DRL8,
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SPR2_DRL9,
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SPR2_DRLA,
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SPR2_DRLB,
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SPR2_DRLC,
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// c:
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SPR2_TAL0,
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SPR2_TAL1,
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@ -989,40 +961,14 @@ typedef enum state
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S_PLAY_NIGHTS_TRANS4,
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S_PLAY_NIGHTS_TRANS5,
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S_PLAY_NIGHTS_TRANS6,
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S_PLAY_NIGHTS_STAND,
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S_PLAY_NIGHTS_FLOAT,
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S_PLAY_NIGHTS_FLY,
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S_PLAY_NIGHTS_DRILL,
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S_PLAY_NIGHTS_STUN,
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S_PLAY_NIGHTS_PULL,
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S_PLAY_NIGHTS_ATTACK,
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S_PLAY_NIGHTS_FLY0,
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S_PLAY_NIGHTS_DRILL0,
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S_PLAY_NIGHTS_FLY1,
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S_PLAY_NIGHTS_DRILL1,
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S_PLAY_NIGHTS_FLY2,
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S_PLAY_NIGHTS_DRILL2,
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S_PLAY_NIGHTS_FLY3,
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S_PLAY_NIGHTS_DRILL3,
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S_PLAY_NIGHTS_FLY4,
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S_PLAY_NIGHTS_DRILL4,
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S_PLAY_NIGHTS_FLY5,
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S_PLAY_NIGHTS_DRILL5,
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S_PLAY_NIGHTS_FLY6,
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S_PLAY_NIGHTS_DRILL6,
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S_PLAY_NIGHTS_FLY7,
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S_PLAY_NIGHTS_DRILL7,
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S_PLAY_NIGHTS_FLY8,
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S_PLAY_NIGHTS_DRILL8,
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S_PLAY_NIGHTS_FLY9,
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S_PLAY_NIGHTS_DRILL9,
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S_PLAY_NIGHTS_FLYA,
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S_PLAY_NIGHTS_DRILLA,
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S_PLAY_NIGHTS_FLYB,
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S_PLAY_NIGHTS_DRILLB,
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S_PLAY_NIGHTS_FLYC,
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S_PLAY_NIGHTS_DRILLC,
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// c:
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S_TAILSOVERLAY_STAND,
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S_TAILSOVERLAY_0DEGREES,
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36
src/p_user.c
36
src/p_user.c
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@ -744,7 +744,7 @@ void P_NightserizePlayer(player_t *player, INT32 nighttime)
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player->mo->height = P_GetPlayerHeight(player); // Just to make sure jumping into the drone doesn't result in a squashed hitbox.
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player->oldscale = player->mo->scale;
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if (skins[player->skin].sprites[SPR2_NGT0].numframes == 0) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
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if (skins[player->skin].sprites[SPR2_NFLY].numframes == 0) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
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{
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player->mo->skin = &skins[DEFAULTNIGHTSSKIN];
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if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback))
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@ -7217,17 +7217,25 @@ static void P_NiGHTSMovement(player_t *player)
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{
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player->mo->momx = player->mo->momy = 0;
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if (gametype != GT_RACE && gametype != GT_COMPETITION)
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if (gametype != GT_RACE && gametype != GT_COMPETITION && P_MobjFlip(player->mo)*player->mo->momz >= 0)
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P_SetObjectMomZ(player->mo, FRACUNIT/2, true);
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else
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player->mo->momz = 0;
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#ifdef ROTSPRITE
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if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL0])
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P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_DRILL0);
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player->mo->rollangle = ANGLE_90;
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#else
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if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL6])
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P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_DRILL6);
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if ((player->charflags & SF_NONIGHTSROTATION) && player->mo->momz)
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{
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if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL])
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P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_DRILL);
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player->mo->rollangle = ANGLE_90;
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}
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else
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#endif
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{
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if (player->mo->state != &states[S_PLAY_NIGHTS_FLOAT])
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P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_FLOAT);
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player->drawangle += ANGLE_22h;
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}
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player->mo->flags |= MF_NOCLIPHEIGHT;
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return;
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@ -7504,8 +7512,10 @@ static void P_NiGHTSMovement(player_t *player)
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flystate = (P_IsObjectOnGround(player->mo)) ? S_PLAY_NIGHTS_STAND : S_PLAY_NIGHTS_FLOAT;
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else
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{
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flystate = (player->pflags & PF_DRILLING) ? S_PLAY_NIGHTS_DRILL : S_PLAY_NIGHTS_FLY;
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if (player->charflags & SF_NONIGHTSROTATION)
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{
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#if 0
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visangle = ((player->anotherflyangle + 7) % 360)/15;
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if (visangle > 18) // Over 270 degrees.
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visangle = 30 - visangle;
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@ -7522,10 +7532,8 @@ static void P_NiGHTSMovement(player_t *player)
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visangle += 6; // shift to S_PLAY_NIGHTS_FLY7-C
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}
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flystate = S_PLAY_NIGHTS_FLY0 + (visangle*2); // S_PLAY_NIGHTS_FLY0-C - the *2 is to skip over drill states
|
||||
|
||||
if (player->pflags & PF_DRILLING)
|
||||
flystate++; // shift to S_PLAY_NIGHTS_DRILL0-C
|
||||
flystate += (visangle*2); // S_PLAY_NIGHTS_FLY0-C - the *2 is to skip over drill states
|
||||
#endif
|
||||
}
|
||||
#ifdef ROTSPRITE
|
||||
else
|
||||
|
@ -7533,10 +7541,6 @@ static void P_NiGHTSMovement(player_t *player)
|
|||
angle_t a = R_PointToAngle(player->mo->x, player->mo->y) - player->mo->angle;
|
||||
visangle = (player->flyangle % 360);
|
||||
|
||||
flystate = S_PLAY_NIGHTS_FLY0;
|
||||
if (player->pflags & PF_DRILLING)
|
||||
flystate++; // shift to S_PLAY_NIGHTS_DRILL0-C
|
||||
|
||||
if (player->flyangle >= 90 && player->flyangle <= 270)
|
||||
{
|
||||
if (player->flyangle == 270 && (a < ANGLE_180))
|
||||
|
|
|
@ -2892,7 +2892,7 @@ void SetPlayerSkinByNum(INT32 playernum, INT32 skinnum)
|
|||
if (player->mo)
|
||||
{
|
||||
fixed_t radius = FixedMul(skin->radius, player->mo->scale);
|
||||
if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (skin->sprites[SPR2_NGT0].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
|
||||
if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (skin->sprites[SPR2_NFLY].numframes == 0)) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
|
||||
{
|
||||
skin = &skins[DEFAULTNIGHTSSKIN];
|
||||
player->followitem = skin->followitem;
|
||||
|
|
Loading…
Reference in a new issue