diff --git a/docs/rh-log.txt b/docs/rh-log.txt index ac19c93632..eb86a25eed 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -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. diff --git a/src/g_shared/sbar_mugshot.cpp b/src/g_shared/sbar_mugshot.cpp index 65dcd5061e..9cfacf5ef8 100644 --- a/src/g_shared/sbar_mugshot.cpp +++ b/src/g_shared/sbar_mugshot.cpp @@ -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; }