#ifndef __RES_SPRITES_H #define __RES_SPRITES_H #include "vectors.h" #define MAX_SPRITE_FRAMES 29 // [RH] Macro-ized as in BOOM. // // Sprites are patches with a special naming convention so they can be // recognized by R_InitSprites. The base name is NNNNFx or NNNNFxFx, with // x indicating the rotation, x = 0, 1-7. The sprite and frame specified // by a thing_t is range checked at run time. // A sprite is a patch_t that is assumed to represent a three dimensional // object and may have multiple rotations pre drawn. Horizontal flipping // is used to save space, thus NNNNF2F5 defines a mirrored patch. // Some sprites will only have one picture used for all views: NNNNF0 // struct spriteframe_t { struct FVoxelDef *Voxel;// voxel to use for this frame FTextureID Texture[16]; // texture to use for view angles 0-15 uint16_t Flip; // flip (1 = flip) to use for view angles 0-15. }; // // A sprite definition: // a number of animation frames. // struct spritedef_t { union { char name[5]; uint32_t dwName; }; uint8_t numframes; uint16_t spriteframes; FTextureID GetSpriteFrame(int frame, int rot, DAngle ang, bool *mirror); }; extern TArray SpriteFrames; // // [RH] Internal "skin" definition. // class FPlayerSkin { public: FString Name; FString Face; uint8_t gender = 0; // This skin's gender (not really used) uint8_t range0start = 0; uint8_t range0end = 0; bool othergame = 0; // [GRB] DVector2 Scale = { 1, 1 }; int sprite = 0; int crouchsprite = 0; int namespc = 0; // namespace for this skin }; extern TArray Skins; extern uint8_t OtherGameSkinRemap[256]; extern PalEntry OtherGameSkinPalette[256]; void R_InitSprites (); #endif