- Fixed: There was still an inventory bar check in FMugShot::GetFace() after

separating it from DDoomStatusBar.


SVN r1024 (trunk)
This commit is contained in:
Randy Heit 2008-06-06 23:41:05 +00:00
parent cf9ce3b054
commit 000f3e0ef1
2 changed files with 21 additions and 12 deletions

View file

@ -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.

View file

@ -460,10 +460,16 @@ 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))
@ -475,6 +481,5 @@ FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accu
FPlayerSkin *skin = &skins[player->morphTics ? player->MorphedPlayerClass : player->userinfo.skin];
return CurrentState->GetCurrentFrameTexture(default_face, skin, level, angle);
}
}
return NULL;
}