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Merge branch 'fffffop2' into 'next'
Fix backwards compat for SPR2 Super (resolves #1225) Closes #1225 See merge request STJr/SRB2!2410
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commit
c2b57e2654
3 changed files with 10 additions and 11 deletions
12
src/info.c
12
src/info.c
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@ -761,12 +761,12 @@ state_t states[NUMSTATES] =
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{SPR_PLAY, SPR2_MLEL, 35, {NULL}, 0, 0, S_PLAY_WALK, 0}, // S_PLAY_MELEE_LANDING
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// SF_SUPER
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{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_ANIMATE, 7, {NULL}, 0, 4, S_PLAY_SUPER_TRANS2, 0}, // S_PLAY_SUPER_TRANS1
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{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3, 0}, // S_PLAY_SUPER_TRANS2
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{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4, 0}, // S_PLAY_SUPER_TRANS3
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{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5, 0}, // S_PLAY_SUPER_TRANS4
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{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6, 0}, // S_PLAY_SUPER_TRANS5
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{SPR_PLAY, SPR2_TRNS|FF_SPR2SUPER|FF_FULLBRIGHT, 19, {A_FadeOverlay}, 0, 0, S_PLAY_FALL, 0}, // S_PLAY_SUPER_TRANS6
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{SPR_PLAY, SPR2_TRNS|SPR2F_SUPER|FF_ANIMATE, 7, {NULL}, 0, 4, S_PLAY_SUPER_TRANS2, 0}, // S_PLAY_SUPER_TRANS1
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{SPR_PLAY, SPR2_TRNS|SPR2F_SUPER, 3, {NULL}, 0, 0, S_PLAY_SUPER_TRANS3, 0}, // S_PLAY_SUPER_TRANS2
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{SPR_PLAY, SPR2_TRNS|SPR2F_SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS4, 0}, // S_PLAY_SUPER_TRANS3
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{SPR_PLAY, SPR2_TRNS|SPR2F_SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS5, 0}, // S_PLAY_SUPER_TRANS4
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{SPR_PLAY, SPR2_TRNS|SPR2F_SUPER|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_PLAY_SUPER_TRANS6, 0}, // S_PLAY_SUPER_TRANS5
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{SPR_PLAY, SPR2_TRNS|SPR2F_SUPER|FF_FULLBRIGHT, 19, {A_FadeOverlay}, 0, 0, S_PLAY_FALL, 0}, // S_PLAY_SUPER_TRANS6
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{SPR_NULL, 0, -1, {NULL}, 0, 0, S_OBJPLACE_DUMMY, 0}, //S_OBJPLACE_DUMMY
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@ -39,7 +39,7 @@
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#define FF_FRAMEMASK 0xff
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/// \brief Frame flags - SPR2: Super sprite2
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#define FF_SPR2SUPER 0x80
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#define FF_SPR2SUPER SPR2F_SUPER //TODO: 2.3: remove this backwards compat hack
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/// \brief Frame flags - SPR2: A change of state at the end of Sprite2 animation
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#define FF_SPR2ENDSTATE 0x100
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/// \brief Frame flags - SPR2: 50% of starting in middle of Sprite2 animation
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@ -43,10 +43,9 @@ UINT16 P_GetStateSprite2(state_t *state)
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else
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{
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// Transform the state frame into an animation ID
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UINT32 stateframe = state->frame & FF_FRAMEMASK;
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UINT16 spr2 = stateframe & ~FF_SPR2SUPER;
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UINT16 spr2 = state->frame & FF_FRAMEMASK;
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if (stateframe & FF_SPR2SUPER)
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if (state->frame & SPR2F_SUPER)
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spr2 |= SPR2F_SUPER;
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return spr2;
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@ -70,7 +69,7 @@ boolean P_IsStateSprite2Super(state_t *state)
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if (state->sprite2 & SPR2F_SUPER)
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return true;
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}
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else if (state->frame & FF_SPR2SUPER)
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else if (state->frame & SPR2F_SUPER)
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return true;
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return false;
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