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Add some comments
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a60c55e866
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2 changed files with 17 additions and 11 deletions
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@ -3004,6 +3004,7 @@ static int lib_pIsStateSprite2Super(lua_State *L)
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return 1;
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}
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// Not a real function. Who cares? I know I don't.
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static int lib_pGetSuperSprite2(lua_State *L)
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{
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int animID = luaL_checkinteger(L, 1) & SPR2F_MASK;
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@ -40,21 +40,25 @@ skin_t skins[MAXSKINS];
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CV_PossibleValue_t skin_cons_t[MAXSKINS+1];
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#endif
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// Gets the animation ID of a state
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UINT16 P_GetStateSprite2(state_t *state)
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{
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if (state->sprite2)
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return state->sprite2;
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else
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{
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UINT32 frame = state->frame & FF_FRAMEMASK;
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boolean is_super = frame & FF_SPR2SUPER;
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frame &= ~FF_SPR2SUPER;
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if (is_super)
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frame |= SPR2F_SUPER;
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return frame;
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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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if (stateframe & FF_SPR2SUPER)
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spr2 |= SPR2F_SUPER;
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return spr2;
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}
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}
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// Gets the starting frame of an animation
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UINT16 P_GetSprite2StateFrame(state_t *state)
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{
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if (state->sprite2)
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@ -63,6 +67,7 @@ UINT16 P_GetSprite2StateFrame(state_t *state)
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return 0;
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}
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// Checks if a state should use the "super" variant of the animation
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boolean P_IsStateSprite2Super(state_t *state)
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{
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if (state->sprite2)
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@ -76,6 +81,7 @@ boolean P_IsStateSprite2Super(state_t *state)
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return false;
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}
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// Applies SPR2F_SUPER to an animation based on the actor's state
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UINT16 P_ApplySuperFlagToSprite2(UINT16 spr2, mobj_t *mobj)
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{
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if (mobj->player)
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@ -97,12 +103,8 @@ UINT16 P_ApplySuperFlagToSprite2(UINT16 spr2, mobj_t *mobj)
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return spr2;
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}
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//
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// P_GetSkinSprite2
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// For non-super players, tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing.
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// For non-super players, this tries each sprite2's immediate predecessor until it finds one with a number of frames or ends up at standing.
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// For super players, does the same as above - but tries the super equivalent for each sprite2 before the non-super version.
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//
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UINT16 P_GetSkinSprite2(skin_t *skin, UINT16 spr2, player_t *player)
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{
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UINT16 super = 0;
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@ -152,6 +154,7 @@ UINT16 P_GetSkinSprite2(skin_t *skin, UINT16 spr2, player_t *player)
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return spr2;
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}
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// Gets the spritedef of a skin animation
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spritedef_t *P_GetSkinSpritedef(skin_t *skin, UINT16 spr2)
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{
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if (!skin)
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@ -170,6 +173,7 @@ spritedef_t *P_GetSkinSpritedef(skin_t *skin, UINT16 spr2)
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return &skin->sprites[spr2];
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}
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// Gets the spriteinfo of a skin animation
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spriteinfo_t *P_GetSkinSpriteInfo(skin_t *skin, UINT16 spr2)
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{
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if (!skin)
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@ -188,6 +192,7 @@ spriteinfo_t *P_GetSkinSpriteInfo(skin_t *skin, UINT16 spr2)
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return &skin->sprinfo[spr2];
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}
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// Checks if a skin animation is valid
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boolean P_IsValidSprite2(skin_t *skin, UINT16 spr2)
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{
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spritedef_t *sprdef = P_GetSkinSpritedef(skin, spr2);
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