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299ba49161
* Create a normal skin, but replace the S_SKIN lump with an almost empty one named P_SKIN. * Provide "name = existing skin name as one of the first line (comments allowed) * Reset individual spritenames back to zero sprite2s (or one for SPR2_STND to prevent complete removal) via "reset = SPR2_****" statements. * No support for changing skin properties that are non-visual at the moment, but I don't really feel like it's wise to have those changable with patch alone. (Hello, tons of "modern Sonic" wadfiles which just change vanilla Sonic's ability to CA_HOMINGTHOK!) * Sprites patch over. To see an example in action, look at <root>/toaster/smilespatch.wad.
123 lines
2.6 KiB
C
123 lines
2.6 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file st_stuff.h
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/// \brief Status bar header
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#ifndef __STSTUFF_H__
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#define __STSTUFF_H__
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#include "doomtype.h"
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#include "d_event.h"
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#include "d_player.h"
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#include "r_defs.h"
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//
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// STATUS BAR
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//
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// Called by main loop.
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FUNCMATH void ST_Ticker(void);
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// Called by main loop.
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void ST_Drawer(void);
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// Called when the console player is spawned on each level.
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void ST_Start(void);
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// Called by startup code.
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void ST_Init(void);
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// Called by G_Responder() when pressing F12 while viewing a demo.
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void ST_changeDemoView(void);
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void ST_UnloadGraphics(void);
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void ST_LoadGraphics(void);
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// face load graphics, called when skin changes
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void ST_LoadFaceGraphics(char *facestr, char *superstr, INT32 playernum);
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void ST_ReloadSkinFaceGraphics(void);
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void ST_doPaletteStuff(void);
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// return if player a is in the same team as player b
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boolean ST_SameTeam(player_t *a, player_t *b);
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//--------------------
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// status bar overlay
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//--------------------
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extern boolean st_overlay; // sb overlay on or off when fullscreen
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extern lumpnum_t st_borderpatchnum;
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// patches, also used in intermission
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extern patch_t *tallnum[10];
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extern patch_t *sboscore;
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extern patch_t *sbotime;
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extern patch_t *sbocolon;
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extern patch_t *sboperiod;
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extern patch_t *faceprefix[MAXSKINS]; // face status patches
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extern patch_t *superprefix[MAXSKINS]; // super face status patches
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extern patch_t *livesback;
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extern patch_t *ngradeletters[7];
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/** HUD location information (don't move this comment)
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*/
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typedef struct
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{
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INT32 x, y;
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} hudinfo_t;
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typedef enum
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{
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HUD_LIVESNAME,
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HUD_LIVESPIC,
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HUD_LIVESNUM,
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HUD_LIVESX,
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HUD_RINGS,
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HUD_RINGSSPLIT,
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HUD_RINGSNUM,
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HUD_RINGSNUMSPLIT,
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HUD_SCORE,
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HUD_SCORENUM,
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HUD_TIME,
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HUD_TIMESPLIT,
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HUD_MINUTES,
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HUD_MINUTESSPLIT,
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HUD_TIMECOLON,
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HUD_TIMECOLONSPLIT,
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HUD_SECONDS,
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HUD_SECONDSSPLIT,
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HUD_TIMETICCOLON,
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HUD_TICS,
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HUD_SS_TOTALRINGS,
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HUD_SS_TOTALRINGS_SPLIT,
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HUD_GETRINGS,
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HUD_GETRINGSNUM,
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HUD_TIMELEFT,
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HUD_TIMELEFTNUM,
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HUD_TIMEUP,
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HUD_HUNTPICS,
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HUD_GRAVBOOTSICO,
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HUD_LAP,
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NUMHUDITEMS
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} hudnum_t;
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extern hudinfo_t hudinfo[NUMHUDITEMS];
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extern UINT16 objectsdrawn;
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#endif
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