Seperate name tag sprite into SPR2_NTAG

This commit is contained in:
Steel Titanium 2019-10-16 00:22:05 -04:00
parent 58ef85d591
commit 38d044e475
No known key found for this signature in database
GPG Key ID: 924BA411F18DFDBE
3 changed files with 6 additions and 3 deletions

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@ -599,6 +599,7 @@ char spr2names[NUMPLAYERSPRITES][5] =
"LIFE",
"XTRA",
"NTAG",
};
playersprite_t free_spr2 = SPR2_FIRSTFREESLOT;
@ -702,6 +703,7 @@ playersprite_t spr2defaults[NUMPLAYERSPRITES] = {
0, // SPR2_LIFE,
0, // SPR2_XTRA (should never be referenced)
0, // SPR2_NTAG
};
// Doesn't work with g++, needs actionf_p1 (don't modify this comment)

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@ -865,6 +865,7 @@ typedef enum playersprite
SPR2_LIFE, // life monitor icon
SPR2_XTRA, // stuff that isn't in-map - "would this ever need an md2 or variable length animation?"
SPR2_NTAG, // Character name tag
SPR2_FIRSTFREESLOT,
SPR2_LASTFREESLOT = 0x7f,

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@ -7938,10 +7938,10 @@ static void M_SetupChoosePlayer(INT32 choice)
if (!(description[i].nametag[0]) && (!botskin))
{
if (skins[skinnum].sprites[SPR2_XTRA].numframes >= XTRA_NAMETAG+1)
if (skins[skinnum].sprites[SPR2_NTAG].numframes >= 1)
{
spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_XTRA];
spriteframe_t *sprframe = &sprdef->spriteframes[XTRA_NAMETAG];
spritedef_t *sprdef = &skins[skinnum].sprites[SPR2_NTAG];
spriteframe_t *sprframe = &sprdef->spriteframes[0];
description[i].namepic = W_CachePatchNum(sprframe->lumppat[0], PU_CACHE);
}
else