mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-12 23:54:33 +00:00
Revert "- initial layout for new player setup menu."
This reverts commit 1567bc5911
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This commit is contained in:
parent
0153c2aefa
commit
aed9c458db
3 changed files with 3 additions and 159 deletions
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@ -369,7 +369,7 @@ OptionMenu "OptionsMenu" protected
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Submenu "$OPTMNU_MOUSE", "MouseOptions"
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Submenu "$OPTMNU_MOUSE", "MouseOptions"
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Submenu "$OPTMNU_JOYSTICK", "JoystickOptions"
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Submenu "$OPTMNU_JOYSTICK", "JoystickOptions"
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StaticText " "
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StaticText " "
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Submenu "$OPTMNU_PLAYER", "NewPlayerMenu"
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Submenu "$OPTMNU_PLAYER", "PlayerMenu"
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Submenu "$OPTMNU_GAMEPLAY", "GameplayOptions"
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Submenu "$OPTMNU_GAMEPLAY", "GameplayOptions"
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Submenu "$OPTMNU_COMPATIBILITY", "CompatibilityOptions"
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Submenu "$OPTMNU_COMPATIBILITY", "CompatibilityOptions"
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Submenu "$OPTMNU_AUTOMAP", "AutomapOptions"
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Submenu "$OPTMNU_AUTOMAP", "AutomapOptions"
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@ -401,49 +401,6 @@ OptionValue "Gender"
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3, "$OPTVAL_OTHER"
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3, "$OPTVAL_OTHER"
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}
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}
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OptionValue "PlayerColor"
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{}
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OptionValue "PlayerClass"
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{}
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OptionValue "PlayerTeam"
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{}
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OptionValue "PlayerSkin"
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{}
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/*
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IfGame(Doom, Heretic, Strife, Chex)
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{
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MouseWindow 0, 220
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PlayerDisplay 220, 48, "20 00 00", "80 00 40", 1, "PlayerDisplay"
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}
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IfGame(Hexen)
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{
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MouseWindow 0, 220
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PlayerDisplay 220, 48, "00 07 00", "40 53 40", 1, "PlayerDisplay"
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}
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*/
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OptionMenu "NewPlayerMenu"
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{
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Title "$MNU_PLAYERSETUP"
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TextField "$PLYRMNU_NAME", menu_playername
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Option "$PLYRMNU_TEAM", menu_playerteam, "PlayerTeam"
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Option "$PLYRMNU_PLAYERCOLOR", menu_playercolorset, "PlayerColor"
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Slider "$PLYRMNU_RED", menu_playercolor_red, 0, 255, 16
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Slider "$PLYRMNU_GREEN", menu_playercolor_green, 0, 255, 16
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Slider "$PLYRMNU_BLUE", menu_playercolor_blue, 0, 255, 16
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Option "$PLYRMNU_PLAYERCLASS", menu_playerclass, "PlayerClass"
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Option "$PLYRMNU_PLAYERSKIN", menu_playerskin, "PlayerSkin"
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Option "$PLYRMNU_PLAYERGENDER", menu_playergender, "Gender"
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Slider "$PLYRMNU_AUTOAIM", menu_playerautoaim, 0, 35, 1
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Option "$PLYRMNU_SWITCHONPICKUP", menu_playerswitch, "OffOn"
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Option "$PLYRMNU_ALWAYSRUN", cl_run, "OnOff"
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Class "NewPlayerMenu"
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}
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ListMenu "PlayerMenu"
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ListMenu "PlayerMenu"
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{
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{
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StaticTextCentered 160, 6, "$MNU_PLAYERSETUP"
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StaticTextCentered 160, 6, "$MNU_PLAYERSETUP"
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@ -410,12 +410,6 @@ class OptionMenu : Menu
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//
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//
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//=============================================================================
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//=============================================================================
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virtual int GetIndent()
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{
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int indent = max(0, (mDesc.mIndent + 40) - CleanWidth_1 / 2);
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return screen.GetWidth() / 2 + indent * CleanXfac_1;
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}
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override void Drawer ()
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override void Drawer ()
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{
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{
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int y = mDesc.mPosition;
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int y = mDesc.mPosition;
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@ -439,7 +433,8 @@ class OptionMenu : Menu
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int fontheight = OptionMenuSettings.mLinespacing * CleanYfac_1;
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int fontheight = OptionMenuSettings.mLinespacing * CleanYfac_1;
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y *= CleanYfac_1;
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y *= CleanYfac_1;
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int indent = GetIndent();
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int indent = max(0, (mDesc.mIndent + 40) - CleanWidth_1 / 2);
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indent = screen.GetWidth() / 2 + indent * CleanXfac_1;
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int ytop = y + mDesc.mScrollTop * 8 * CleanYfac_1;
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int ytop = y + mDesc.mScrollTop * 8 * CleanYfac_1;
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int lastrow = screen.GetHeight() - OptionHeight() * CleanYfac_1;
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int lastrow = screen.GetHeight() - OptionHeight() * CleanYfac_1;
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@ -593,111 +593,3 @@ class PlayerMenu : ListMenu
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}
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}
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}
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}
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class NewPlayerMenu : OptionMenu
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{
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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 mClassNum;
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Color mBaseColor;
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Color mAddColor;
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const PLAYERDISPLAY_X = 220;
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const PLAYERDISPLAY_Y = 60;
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const PLAYERDISPLAY_W = 144;
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const PLAYERDISPLAY_H = 160;
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const PLAYERDISPLAY_SPACE = 180;
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override void Init(Menu parent, OptionMenuDescriptor desc)
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{
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Super.Init(parent, desc);
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mBackdrop = TexMan.CheckForTexture("B@CKDROP", TexMan.Type_MiscPatch); // The weird name is to avoid clashes with mods.
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mBaseColor = gameinfo.gametype == GAME_Hexen? 0x200000 : 0x000700;
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mAddColor = gameinfo.gametype == GAME_Hexen? 0x800040 : 0x405340;
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}
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override int GetIndent()
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{
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return Super.GetIndent() - 45*CleanXfac_1;
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}
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override void Drawer()
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{
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Super.Drawer();
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DrawPlayerDisplay();
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int x = screen.GetWidth()/(CleanXfac_1*2) + PLAYERDISPLAY_X + PLAYERDISPLAY_W/2;
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int y = PLAYERDISPLAY_Y + PLAYERDISPLAY_H + 5;
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String str = Stringtable.Localize("$PLYRMNU_PRESSSPACE");
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screen.DrawText (NewSmallFont, Font.CR_GOLD, x - NewSmallFont.StringWidth(str)/2, y, str, DTA_VirtualWidth, CleanWidth_1, DTA_VirtualHeight, CleanHeight_1, DTA_KeepRatio, true);
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str = Stringtable.Localize(mRotation ? "$PLYRMNU_SEEFRONT" : "$PLYRMNU_SEEBACK");
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y += NewSmallFont.GetHeight();
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screen.DrawText (NewSmallFont, Font.CR_GOLD,x - NewSmallFont.StringWidth(str)/2, y, str, DTA_VirtualWidth, CleanWidth_1, DTA_VirtualHeight, CleanHeight_1, DTA_KeepRatio, true);
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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 DrawPlayerDisplay()
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{
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int x = screen.GetWidth()/2 + PLAYERDISPLAY_X * CleanXfac_1;
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int y = PLAYERDISPLAY_Y * CleanYfac_1;
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int r = mBaseColor.r + mAddColor.r;
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int g = mBaseColor.g + mAddColor.g;
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int b = mBaseColor.b + mAddColor.b;
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int m = max(r, g, b);
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r = r * 255 / m;
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g = g * 255 / m;
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b = b * 255 / m;
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Color c = Color(255, r, g, b);
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screen.DrawTexture(mBackdrop, false, x, y - 1,
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DTA_DestWidth, PLAYERDISPLAY_W * CleanXfac_1,
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DTA_DestHeight, PLAYERDISPLAY_H * CleanYfac_1,
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DTA_Color, c,
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DTA_KeepRatio, mNoPortrait,
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DTA_Masked, true);
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Screen.DrawFrame (x, y, PLAYERDISPLAY_W*CleanXfac_1, PLAYERDISPLAY_H*CleanYfac_1-1);
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if (mPlayerState != NULL && 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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let playdef = GetDefaultByType((class<PlayerPawn>)(mPlayerClass.Type));
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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_1 * tscale.X;
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Scale.Y *= CleanYfac_1 * tscale.Y;
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screen.DrawTexture (sprite, false,
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x + (PLAYERDISPLAY_X/2) * CleanXfac_1, y + (PLAYERDISPLAY_H-8) * CleanYfac_1,
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DTA_DestWidthF, Scale.X, DTA_DestHeightF, Scale.Y,
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DTA_TranslationIndex, trans,
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DTA_KeepRatio, mNoPortrait,
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DTA_FlipX, flip);
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}
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}
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}
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}
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