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- Fixed: There was still an inventory bar check in FMugShot::GetFace() after
separating it from DDoomStatusBar. SVN r1024 (trunk)
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2 changed files with 21 additions and 12 deletions
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@ -1,3 +1,7 @@
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June 6, 2008
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- Fixed: There was still an inventory bar check in FMugShot::GetFace() after
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separating it from DDoomStatusBar.
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June 5, 2008
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- Fixed: When following links in S_StartSound(), the function used sfx
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instead of S_Sfx as the array base for getting the NearLimit.
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@ -460,10 +460,16 @@ int FMugShot::UpdateState(player_t *player, bool xdeath, bool animated_god_mode)
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return 0;
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}
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//===========================================================================
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//
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// FMugShot :: GetFace
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//
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// Updates the status of the mug shot and returns the current face texture.
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//
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//===========================================================================
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FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accuracy, bool xdeath, bool animated_god_mode)
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{
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if (player->mo->InvSel == NULL || (level.flags & LEVEL_NOINVENTORYBAR))
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{
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int angle = UpdateState(player, xdeath, animated_god_mode);
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int level = 0;
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while (player->health < (4-level) * (player->mo->GetMaxHealth()/5))
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@ -475,6 +481,5 @@ FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accu
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FPlayerSkin *skin = &skins[player->morphTics ? player->MorphedPlayerClass : player->userinfo.skin];
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return CurrentState->GetCurrentFrameTexture(default_face, skin, level, angle);
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}
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}
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return NULL;
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}
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