- Never set the player actor's scale to the skin's directly. Only do it indirectly through

P_CheckPlayerSprite().

SVN r4005 (trunk)
This commit is contained in:
Randy Heit 2013-01-02 02:26:22 +00:00
parent 67eda6b1ad
commit efbaab3440
2 changed files with 0 additions and 6 deletions

View file

@ -770,8 +770,6 @@ void D_ReadUserInfoStrings (int i, BYTE **stream, bool update)
GetDefaultByType (players[i].cls)->SpawnState->sprite)
{ // Only change the sprite if the player is using a standard one
players[i].mo->sprite = skins[info->skin].sprite;
players[i].mo->scaleX = skins[info->skin].ScaleX;
players[i].mo->scaleY = skins[info->skin].ScaleY;
}
}
// Rebuild translation in case the new skin uses a different range

View file

@ -328,8 +328,6 @@ void AActor::Serialize (FArchive &arc)
state->sprite == GetDefaultByType (player->cls)->SpawnState->sprite)
{ // Give player back the skin
sprite = skins[player->userinfo.skin].sprite;
scaleX = skins[player->userinfo.skin].ScaleX;
scaleY = skins[player->userinfo.skin].ScaleY;
}
if (Speed == 0)
{
@ -4272,8 +4270,6 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, bool tempplayer
if (!(mobj->flags4 & MF4_NOSKIN))
{
mobj->sprite = skins[p->userinfo.skin].sprite;
mobj->scaleX = skins[p->userinfo.skin].ScaleX;
mobj->scaleY = skins[p->userinfo.skin].ScaleY;
}
p->DesiredFOV = p->FOV = 90.f;