Add support for custom sign color with var2 (shortcut for requests I sometimes got from character spriters in 2.1, e.g. neon green Pointy Sonic using a purple sign)

This commit is contained in:
lachwright 2019-11-08 20:09:12 +08:00
parent bd9878eb48
commit 8203c6ae90
1 changed files with 13 additions and 5 deletions

View File

@ -5070,14 +5070,15 @@ void A_SignSpin(mobj_t *actor)
// Also used to display Eggman or the skin roulette whilst spinning.
//
// var1 = number of skin to display (e.g. 2 = Knuckles; special cases: -1 = target's skin, -2 = skin roulette, -3 = Eggman)
// var2 = unused
// var2 = custom sign color, if desired.
//
void A_SignPlayer(mobj_t *actor)
{
INT32 locvar1 = var1;
INT32 locvar2 = var2;
skin_t *skin = NULL;
mobj_t *ov;
UINT8 facecolor, signcolor;
UINT8 facecolor, signcolor = (UINT8)locvar2;
UINT32 signframe = states[actor->info->raisestate].frame;
#ifdef HAVE_BLUA
@ -5109,7 +5110,9 @@ void A_SignPlayer(mobj_t *actor)
skin = &skins[actor->target->player->skin];
facecolor = actor->target->player->skincolor;
if ((actor->target->player->skincolor == skin->prefcolor) && (skin->prefoppositecolor)) // Set it as the skin's preferred oppositecolor?
if (signcolor)
;
else if ((actor->target->player->skincolor == skin->prefcolor) && (skin->prefoppositecolor)) // Set it as the skin's preferred oppositecolor?
{
signcolor = skin->prefoppositecolor;
/*
@ -5154,7 +5157,9 @@ void A_SignPlayer(mobj_t *actor)
}
facecolor = skin->prefcolor;
if (skin->prefoppositecolor)
if (signcolor)
;
else if (skin->prefoppositecolor)
{
signcolor = skin->prefoppositecolor;
}
@ -5177,7 +5182,10 @@ void A_SignPlayer(mobj_t *actor)
{
ov->color = SKINCOLOR_NONE;
P_SetMobjState(ov, actor->info->meleestate); // S_EGGMANSIGN
actor->tracer->color = signcolor = SKINCOLOR_CARBON;
if (signcolor)
acotor->tracer->color = signcolor;
else
actor->tracer->color = signcolor = SKINCOLOR_CARBON;
actor->tracer->frame = signframe += (15 - Color_Opposite[Color_Opposite[signcolor - 1][0] - 1][1]);
}
}