Merge branch 'spr2stuff' into 'master'
Stupid spr2 fix Name on tin See merge request !53
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commit
f02f06aed8
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@ -2553,6 +2553,7 @@ void A_1upThinker(mobj_t *actor)
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{
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{
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P_SetTarget(&actor->tracer, P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY));
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P_SetTarget(&actor->tracer, P_SpawnMobj(actor->x, actor->y, actor->z, MT_OVERLAY));
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P_SetTarget(&actor->tracer->target, actor);
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P_SetTarget(&actor->tracer->target, actor);
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actor->tracer->skin = &skins[players[closestplayer].skin]; // required here to prevent spr2 default showing stand for a single frame
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P_SetMobjState(actor->tracer, actor->info->seestate);
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P_SetMobjState(actor->tracer, actor->info->seestate);
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// The overlay is going to be one tic early turning off and on
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// The overlay is going to be one tic early turning off and on
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10
src/p_mobj.c
10
src/p_mobj.c
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@ -193,7 +193,6 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
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{
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{
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player_t *player = mobj->player;
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player_t *player = mobj->player;
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skin_t *skin = ((skin_t *)mobj->skin);
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skin_t *skin = ((skin_t *)mobj->skin);
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boolean noalt = false;
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if (!skin)
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if (!skin)
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return 0;
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return 0;
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@ -386,20 +385,11 @@ UINT8 P_GetMobjSprite2(mobj_t *mobj, UINT8 spr2)
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spr2 = SPR2_NGTC;
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spr2 = SPR2_NGTC;
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break;
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break;
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// Sprites for non-player objects? There's nothing we can do.
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case SPR2_SIGN:
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case SPR2_LIFE:
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noalt = true;
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break;
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// Dunno? Just go to standing then.
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// Dunno? Just go to standing then.
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default:
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default:
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spr2 = SPR2_STND;
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spr2 = SPR2_STND;
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break;
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break;
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}
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}
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if (noalt)
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break;
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}
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}
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return spr2;
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return spr2;
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}
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}
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