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https://github.com/ZDoom/gzdoom-gles.git
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- Extended state sprite/frame repetition to psprites.
SVN r2295 (trunk)
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parent
14fc5516a8
commit
f6cd776e2d
3 changed files with 32 additions and 8 deletions
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@ -80,6 +80,19 @@ void P_SetPsprite (player_t *player, int position, FState *state, bool nofunctio
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}
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psp->state = state;
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if (state->sprite != SPR_FIXED)
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{ // okay to change sprite and/or frame
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if (!state->GetSameFrame())
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{ // okay to change frame
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psp->frame = state->GetFrame();
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}
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if (state->sprite != SPR_NOCHANGE)
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{ // okay to change sprite
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psp->sprite = state->sprite;
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}
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}
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if (sv_fastweapons >= 2 && position == ps_weapon)
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psp->tics = state->ActionFunc == NULL? 0 : 1;
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else if (sv_fastweapons)
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@ -848,5 +861,15 @@ void P_MovePsprites (player_t *player)
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FArchive &operator<< (FArchive &arc, pspdef_t &def)
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{
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return arc << def.state << def.tics << def.sx << def.sy;
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arc << def.state << def.tics << def.sx << def.sy;
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if (SaveVersion >= 2295)
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{
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arc << def.sprite << def.frame;
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}
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else
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{
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def.sprite = def.state->sprite;
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def.frame = def.state->Frame;
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}
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return arc;
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}
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@ -68,7 +68,8 @@ struct pspdef_t
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int tics;
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fixed_t sx;
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fixed_t sy;
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int sprite;
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int frame;
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};
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class FArchive;
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@ -1530,18 +1530,18 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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assert(pspnum >= 0 && pspnum < NUMPSPRITES);
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// decide which patch to use
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if ( (unsigned)psp->state->sprite >= (unsigned)sprites.Size ())
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if ( (unsigned)psp->sprite >= (unsigned)sprites.Size ())
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{
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DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->state->sprite);
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DPrintf ("R_DrawPSprite: invalid sprite number %i\n", psp->sprite);
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return;
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}
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sprdef = &sprites[psp->state->sprite];
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if (psp->state->GetFrame() >= sprdef->numframes)
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sprdef = &sprites[psp->sprite];
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if (psp->frame >= sprdef->numframes)
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{
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DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->state->sprite, psp->state->GetFrame());
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DPrintf ("R_DrawPSprite: invalid sprite frame %i : %i\n", psp->sprite, psp->frame);
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return;
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}
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sprframe = &SpriteFrames[sprdef->spriteframes + psp->state->GetFrame()];
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sprframe = &SpriteFrames[sprdef->spriteframes + psp->frame];
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picnum = sprframe->Texture[0];
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flip = sprframe->Flip & 1;
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