Merge branch 'signpostfixes' into 'next'

Fix CLEAR! signpost showing up in unmodded games (& add proper support for SPR2 animated signpost)

See merge request STJr/SRB2!775
This commit is contained in:
MascaraSnake 2020-02-11 16:23:06 -05:00
commit 9498c5ba8e
2 changed files with 9 additions and 6 deletions

View File

@ -762,7 +762,7 @@ state_t states[NUMSTATES] =
{SPR_PLAY, SPR2_LIFE, 20, {NULL}, 0, 4, S_NULL}, // S_PLAY_ICON3
// Level end sign (uses player sprite)
{SPR_PLAY, SPR2_SIGN|FF_PAPERSPRITE, -1, {NULL}, 0, 29, S_PLAY_SIGN}, // S_PLAY_SIGN
{SPR_PLAY, SPR2_SIGN|FF_PAPERSPRITE, 2, {NULL}, 0, 29, S_PLAY_SIGN}, // S_PLAY_SIGN
// NiGHTS Player, transforming
{SPR_PLAY, SPR2_TRNS|FF_ANIMATE, 7, {NULL}, 0, 4, S_PLAY_NIGHTS_TRANS2}, // S_PLAY_NIGHTS_TRANS1

View File

@ -5198,8 +5198,8 @@ void A_SignPlayer(mobj_t *actor)
player_t *player = actor->target ? actor->target->player : NULL;
UINT8 skinnum;
UINT8 skincount = 0;
for (skincount = 0; skincount < numskins; skincount++)
if (!skincheck(skincount))
for (skinnum = 0; skinnum < numskins; skinnum++)
if (!skincheck(skinnum))
skincount++;
skinnum = P_RandomKey(skincount);
for (skincount = 0; skincount < numskins; skincount++)
@ -5232,20 +5232,23 @@ void A_SignPlayer(mobj_t *actor)
{
ov->color = facecolor;
ov->skin = skin;
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
if ((statenum_t)(ov->state-states) != actor->info->seestate)
P_SetMobjState(ov, actor->info->seestate); // S_PLAY_SIGN
}
else // CLEAR! sign
{
ov->color = SKINCOLOR_NONE;
ov->skin = NULL; // needs to be NULL in the case of SF_HIRES characters
P_SetMobjState(ov, actor->info->missilestate); // S_CLEARSIGN
if ((statenum_t)(ov->state-states) != actor->info->missilestate)
P_SetMobjState(ov, actor->info->missilestate); // S_CLEARSIGN
}
}
else // Eggman face
{
ov->color = SKINCOLOR_NONE;
ov->skin = NULL;
P_SetMobjState(ov, actor->info->meleestate); // S_EGGMANSIGN
if ((statenum_t)(ov->state-states) != actor->info->meleestate)
P_SetMobjState(ov, actor->info->meleestate); // S_EGGMANSIGN
if (!signcolor)
signcolor = SKINCOLOR_CARBON;
}