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- replace dispicnum with dispictex
This commit is contained in:
parent
b2493116f8
commit
cc83438e31
8 changed files with 12 additions and 16 deletions
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@ -50,7 +50,7 @@ public:
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int time;
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int16_t spritesetindex;
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int16_t dispicnum;
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FTextureID dispictex;
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DCoreActor() = default;
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@ -621,7 +621,7 @@ void DCoreActor::Serialize(FSerializer& arc)
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("yvel", vel.Y)
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("zvel", vel.Z)
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("viewzoffset", viewzoffset)
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("dispicnum", dispicnum);
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("dispicnum", dispictex);
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if (arc.isReading())
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{
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@ -801,7 +801,7 @@ void tspritetype_setSpritePic(tspritetype* targ, DCoreActor* self, unsigned z)
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}
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else if (z == ~0)
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{
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targ->picnum = self->dispicnum;
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targ->setspritetexture(self->dispictex);
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}
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}
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@ -203,8 +203,8 @@ void applyanimations(tspritetype* t, DDukeActor* h, const DVector2& viewVec, DAn
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t->scale = DVector2(0, 0);
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}
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if (h->dispicnum >= 0)
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h->dispicnum = t->picnum;
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if (h->dispictex.isValid())
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h->dispictex = t->spritetexture();
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}
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else if (display_mirror == 1)
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t->cstat |= CSTAT_SPRITE_XFLIP;
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@ -111,8 +111,8 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (res)
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{
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if (h->dispicnum >= 0)
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h->dispicnum = t->picnum;
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if (h->dispictex.isValid())
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h->dispictex = t->spritetexture();
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continue;
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}
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@ -227,7 +227,7 @@ void animatesprites_d(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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}
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}
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h->dispicnum = t->picnum;
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h->dispictex = t->spritetexture();
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if (t->sectp->floortexture == mirrortex)
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t->scale = DVector2(0, 0);
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}
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@ -109,8 +109,8 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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if (res)
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{
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if (h->dispicnum >= 0)
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h->dispicnum = t->picnum;
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if (h->dispictex.isValid())
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h->dispictex = t->spritetexture();
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continue;
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}
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@ -238,7 +238,7 @@ void animatesprites_r(tspriteArray& tsprites, const DVector2& viewVec, DAngle vi
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drawshadows(tsprites, t, h);
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}
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h->dispicnum = t->picnum;
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h->dispictex = t->spritetexture();
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if (t->sectp->floortexture == mirrortex)
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t->scale = DVector2(0, 0);
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}
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@ -1268,10 +1268,6 @@ void DoActor(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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if (bSet) act->actorstayput = toSect(lValue);
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else SetGameVarID(lVar2, fromSect(act->actorstayput), sActor, sPlayer);
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break;
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case ACTOR_HTDISPICNUM:
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if (bSet) act->dispicnum = lValue;
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else SetGameVarID(lVar2, act->dispicnum, sActor, sPlayer);
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break;
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case ACTOR_HTTIMETOSLEEP:
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if (bSet) act->timetosleep = lValue;
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else SetGameVarID(lVar2, act->timetosleep, sActor, sPlayer);
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@ -1515,7 +1515,7 @@ void playerreset(player_struct* p, DDukeActor* g_ac)
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g_ac->movflag = 0;
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g_ac->tempval = 0;
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g_ac->actorstayput = nullptr;
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g_ac->dispicnum = 0;
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g_ac->dispictex = FNullTextureID();
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g_ac->SetHitOwner(p->GetActor());
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g_ac->temp_data[4] = 0;
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