2017-02-11 15:11:48 +00:00
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/*
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** playerdisplay.cpp
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** The player display for the player setup and class selection screen
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**
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**---------------------------------------------------------------------------
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** Copyright 2010-2017 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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//=============================================================================
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//
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// the player sprite window
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//
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//=============================================================================
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class ListMenuItemPlayerDisplay : ListMenuItem
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{
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ListMenuDescriptor mOwner;
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TextureID mBackdrop;
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PlayerClass mPlayerClass;
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State mPlayerState;
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int mPlayerTics;
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bool mNoportrait;
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int8 mRotation;
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int8 mMode; // 0: automatic (used by class selection), 1: manual (used by player setup)
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int8 mTranslate;
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int mSkin;
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int mRandomClass;
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int mRandomTimer;
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int mClassNum;
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2017-02-12 15:48:29 +00:00
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int mTranslation;
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2017-02-11 15:11:48 +00:00
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enum EPDFlags
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{
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PDF_ROTATION = 0x10001,
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PDF_SKIN = 0x10002,
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PDF_CLASS = 0x10003,
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PDF_MODE = 0x10004,
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PDF_TRANSLATE = 0x10005,
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};
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//=============================================================================
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//
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//
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//
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//=============================================================================
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2017-02-12 13:04:48 +00:00
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void Init(ListMenuDescriptor menu, int x, int y, Color c1, Color c2, bool np = false, Name command = 'None' )
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2017-02-11 15:11:48 +00:00
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{
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Super.Init(x, y, command);
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mOwner = menu;
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Translation trans;
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for (int i = 0; i < 256; i++)
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{
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int r = c1.r + c2.r * i / 255;
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int g = c1.g + c2.g * i / 255;
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int b = c1.b + c2.b * i / 255;
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trans.colors[i] = Color(255, r, g, b);
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}
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2017-02-12 15:48:29 +00:00
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mTranslation = trans.AddTranslation();
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2017-02-11 15:11:48 +00:00
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mBackdrop = TexMan.CheckForTexture("PlayerBackdrop", TexMan.Type_MiscPatch);
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mPlayerClass = NULL;
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mPlayerState = NULL;
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mNoportrait = np;
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mMode = 0;
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mRotation = 0;
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mTranslate = false;
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mSkin = 0;
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mRandomClass = 0;
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mRandomTimer = 0;
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mClassNum = -1;
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}
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private void UpdatePlayer(int classnum)
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{
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mPlayerClass = PlayerClasses[classnum];
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mPlayerState = GetDefaultByType (mPlayerClass.Type).SeeState;
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if (mPlayerState == NULL)
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{ // No see state, so try spawn state.
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mPlayerState = GetDefaultByType (mPlayerClass.Type).SpawnState;
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}
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mPlayerTics = mPlayerState != NULL ? mPlayerState.Tics : -1;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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private void UpdateRandomClass()
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{
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if (--mRandomTimer < 0)
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{
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if (++mRandomClass >= PlayerClasses.Size ()) mRandomClass = 0;
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UpdatePlayer(mRandomClass);
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mPlayerTics = mPlayerState != NULL ? mPlayerState.Tics : -1;
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mRandomTimer = 6;
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// Since the newly displayed class may use a different translation
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// range than the old one, we need to update the translation, too.
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Translation.SetPlayerTranslation(TRANSLATION_Players, MAXPLAYERS, consoleplayer, mPlayerClass);
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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void SetPlayerClass(int classnum, bool force = false)
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{
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if (classnum < 0 || classnum >= PlayerClasses.Size ())
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{
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if (mClassNum != -1)
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{
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mClassNum = -1;
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mRandomTimer = 0;
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UpdateRandomClass();
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}
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}
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else if (mPlayerClass != PlayerClasses[classnum] || force)
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{
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UpdatePlayer(classnum);
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mClassNum = classnum;
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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bool UpdatePlayerClass()
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{
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if (mOwner.mSelectedItem >= 0)
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{
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int classnum;
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Name seltype;
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[seltype, classnum] = mOwner.mItems[mOwner.mSelectedItem].GetAction();
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if (seltype != 'Episodemenu') return false;
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if (PlayerClasses.Size() == 0) return false;
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SetPlayerClass(classnum);
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return true;
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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override bool SetValue(int i, int value)
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{
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switch (i)
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{
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case PDF_MODE:
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mMode = value;
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return true;
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case PDF_ROTATION:
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mRotation = value;
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return true;
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case PDF_TRANSLATE:
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mTranslate = value;
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case PDF_CLASS:
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SetPlayerClass(value, true);
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break;
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case PDF_SKIN:
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mSkin = value;
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break;
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}
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return false;
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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override void Ticker()
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{
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if (mClassNum < 0) UpdateRandomClass();
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if (mPlayerState != NULL && mPlayerState.Tics != -1 && mPlayerState.NextState != NULL)
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{
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if (--mPlayerTics <= 0)
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{
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mPlayerState = mPlayerState.NextState;
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mPlayerTics = mPlayerState.Tics;
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}
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}
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}
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//=============================================================================
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//
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//
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//
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//=============================================================================
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override void Drawer(bool selected)
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{
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if (mMode == 0 && !UpdatePlayerClass())
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{
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return;
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}
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let playdef = GetDefaultByType((class<PlayerPawn>)(mPlayerClass.Type));
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Name portrait = playdef.Portrait;
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if (portrait != 'None' && !mNoportrait)
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{
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TextureID texid = TexMan.CheckForTexture(portrait, TexMan.Type_MiscPatch);
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screen.DrawTexture (texid, true, mXpos, mYpos, DTA_Clean, true);
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}
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2017-02-12 15:48:29 +00:00
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else
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{
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2017-02-19 16:24:30 +00:00
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int x = int(mXpos - 160) * CleanXfac + (screen.GetWidth() >> 1);
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int y = int(mYpos - 100) * CleanYfac + (screen.GetHeight() >> 1);
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2017-02-11 15:11:48 +00:00
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2017-02-12 15:48:29 +00:00
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screen.DrawTexture(mBackdrop, false, x, y - 1,
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DTA_DestWidth, 72 * CleanXfac,
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DTA_DestHeight, 80 * CleanYfac,
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DTA_TranslationIndex, mTranslation,
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DTA_Masked, true);
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2017-02-12 15:48:29 +00:00
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Screen.DrawFrame (x, y, 72*CleanXfac, 80*CleanYfac-1);
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2017-02-12 15:48:29 +00:00
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if (mPlayerState != NULL)
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{
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Vector2 Scale;
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TextureID sprite;
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bool flip;
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2017-02-12 15:48:29 +00:00
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[sprite, flip, Scale] = mPlayerState.GetSpriteTexture(mRotation, mSkin, playdef.Scale);
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if (sprite.IsValid())
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{
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int trans = mTranslate? Translation.MakeID(TRANSLATION_Players, MAXPLAYERS) : 0;
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let tscale = TexMan.GetScaledSize(sprite);
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Scale.X *= CleanXfac * tscale.X;
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Scale.Y *= CleanYfac * tscale.Y;
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screen.DrawTexture (sprite, false,
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x + 36*CleanXfac, y + 71*CleanYfac,
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DTA_DestWidthF, Scale.X, DTA_DestHeightF, Scale.Y,
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DTA_TranslationIndex, trans,
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DTA_FlipX, flip);
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}
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2017-02-11 15:11:48 +00:00
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}
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}
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}
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}
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