mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 20:21:26 +00:00
- Fixed: There was still an inventory bar check in FMugShot::GetFace() after
separating it from DDoomStatusBar. SVN r1024 (trunk)
This commit is contained in:
parent
cf9ce3b054
commit
000f3e0ef1
2 changed files with 21 additions and 12 deletions
|
@ -1,3 +1,7 @@
|
|||
June 6, 2008
|
||||
- Fixed: There was still an inventory bar check in FMugShot::GetFace() after
|
||||
separating it from DDoomStatusBar.
|
||||
|
||||
June 5, 2008
|
||||
- Fixed: When following links in S_StartSound(), the function used sfx
|
||||
instead of S_Sfx as the array base for getting the NearLimit.
|
||||
|
|
|
@ -460,21 +460,26 @@ int FMugShot::UpdateState(player_t *player, bool xdeath, bool animated_god_mode)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FMugShot :: GetFace
|
||||
//
|
||||
// Updates the status of the mug shot and returns the current face texture.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accuracy, bool xdeath, bool animated_god_mode)
|
||||
{
|
||||
if (player->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
|
||||
int angle = UpdateState(player, xdeath, animated_god_mode);
|
||||
int level = 0;
|
||||
while (player->health < (4-level) * (player->mo->GetMaxHealth()/5))
|
||||
{
|
||||
int angle = UpdateState(player, xdeath, animated_god_mode);
|
||||
int level = 0;
|
||||
while (player->health < (4-level) * (player->mo->GetMaxHealth()/5))
|
||||
{
|
||||
level++;
|
||||
}
|
||||
if (CurrentState != NULL)
|
||||
{
|
||||
FPlayerSkin *skin = &skins[player->morphTics ? player->MorphedPlayerClass : player->userinfo.skin];
|
||||
return CurrentState->GetCurrentFrameTexture(default_face, skin, level, angle);
|
||||
}
|
||||
level++;
|
||||
}
|
||||
if (CurrentState != NULL)
|
||||
{
|
||||
FPlayerSkin *skin = &skins[player->morphTics ? player->MorphedPlayerClass : player->userinfo.skin];
|
||||
return CurrentState->GetCurrentFrameTexture(default_face, skin, level, angle);
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue