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Merge branch 'shieldscalefix' into 'next'
Fix shieldscale 0 bugs See merge request STJr/SRB2!2425
This commit is contained in:
commit
b4b72730db
3 changed files with 27 additions and 5 deletions
11
src/m_menu.c
11
src/m_menu.c
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@ -10211,9 +10211,12 @@ void M_DrawNightsAttackMenu(void)
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color = skins[skinnumber]->prefcolor;
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angle_t fa = (FixedAngle(((FixedInt(ntsatkdrawtimer * 4)) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
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fixed_t scale = skins[skinnumber]->highresscale;
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if (skins[skinnumber]->shieldscale)
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scale = FixedDiv(scale, skins[skinnumber]->shieldscale);
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V_DrawFixedPatch(270<<FRACBITS, (186<<FRACBITS) - 8*FINESINE(fa),
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FixedDiv(skins[skinnumber]->highresscale, skins[skinnumber]->shieldscale),
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scale,
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(sprframe->flip & 1<<6) ? V_FLIP : 0,
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natksprite,
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R_GetTranslationColormap(TC_BLINK, color, GTC_CACHE));
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@ -12300,7 +12303,9 @@ static void M_DrawSetupMultiPlayerMenu(void)
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if (multi_frame >= sprdef->numframes)
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multi_frame = 0;
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scale = FixedDiv(skins[setupm_fakeskin]->highresscale, skins[setupm_fakeskin]->shieldscale);
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scale = skins[setupm_fakeskin]->highresscale;
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if (skins[setupm_fakeskin]->shieldscale)
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scale = FixedDiv(scale, skins[setupm_fakeskin]->shieldscale);
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#define chary (y+64)
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@ -12333,7 +12338,7 @@ static void M_DrawSetupMultiPlayerMenu(void)
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V_DrawFixedPatch(
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x<<FRACBITS,
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chary<<FRACBITS,
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FixedDiv(skins[setupm_fakeskin]->highresscale, skins[setupm_fakeskin]->shieldscale),
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scale,
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flags, patch, colormap);
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goto colordraw;
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17
src/p_mobj.c
17
src/p_mobj.c
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@ -6662,8 +6662,21 @@ static boolean P_ShieldLook(mobj_t *thing, shieldtype_t shield)
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thing->flags |= MF_NOCLIPHEIGHT;
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thing->eflags = (thing->eflags & ~MFE_VERTICALFLIP)|(thing->target->eflags & MFE_VERTICALFLIP);
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P_SetScale(thing, FixedMul(thing->target->scale, thing->target->player->shieldscale), true);
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thing->old_scale = FixedMul(thing->target->old_scale, thing->target->player->shieldscale);
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//Set the shield's scale based on shieldscale, hide it if we're too small!
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fixed_t scale = FixedMul(thing->target->scale, thing->target->player->shieldscale);
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if (scale < 1) {
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P_SetScale(thing, thing->target->scale, true);
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thing->old_scale = thing->target->old_scale;
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thing->flags2 |= (MF2_DONTDRAW|MF2_JUSTATTACKED); //Hide and indicate we're hidden
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} else {
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P_SetScale(thing, scale, true);
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thing->old_scale = FixedMul(thing->target->old_scale, thing->target->player->shieldscale);
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//Only unhide if we were hidden by the above code
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if (thing->flags2 & MF2_JUSTATTACKED)
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thing->flags2 &= ~(MF2_DONTDRAW|MF2_JUSTATTACKED);
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}
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#define NewMH(mobj) mobj->height // Ugly mobj-height and player-height defines, for the sake of prettier code
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#define NewPH(player) P_GetPlayerHeight(player)
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@ -1774,6 +1774,10 @@ static void R_ProjectSprite(mobj_t *thing)
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}
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this_scale = interp.scale;
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if (this_scale < 1)
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return;
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radius = interp.radius; // For drop shadows
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height = interp.height; // Ditto
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