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Legacy GL: models support demo skin silhouettes
Code more closely matches R_GetSpriteTranslation
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30b3199e28
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1 changed files with 13 additions and 19 deletions
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@ -1522,29 +1522,23 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
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{
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{
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INT32 skinnum = TC_DEFAULT;
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INT32 skinnum = TC_DEFAULT;
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if (R_ThingIsFlashing(spr->mobj))
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if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) // This thing is a player!
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{
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skinnum = (skin_t*)spr->mobj->skin-skins;
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}
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// Hide not-yet-unlocked characters in replays from other people
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if (skinnum >= 0 && !R_CanShowSkinInDemo(skinnum))
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{
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skinnum = TC_BLINK;
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}
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else if (R_ThingIsFlashing(spr->mobj))
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{
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{
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skinnum = TC_HITLAG;
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skinnum = TC_HITLAG;
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}
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}
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/*
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else if (spr->mobj->color && spr->mobj->colorized)
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else if ((spr->mobj->flags & (MF_ENEMY|MF_BOSS)) && (spr->mobj->flags2 & MF2_FRET) && !(spr->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
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{
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{
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if (spr->mobj->type == MT_CYBRAKDEMON || spr->mobj->colorized)
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skinnum = TC_ALLWHITE;
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else if (spr->mobj->type == MT_METALSONIC_BATTLE)
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skinnum = TC_METALSONIC;
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else
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skinnum = TC_BOSS;
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}
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*/
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else if ((skincolornum_t)spr->mobj->color != SKINCOLOR_NONE)
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{
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if (spr->mobj->colorized)
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skinnum = TC_RAINBOW;
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skinnum = TC_RAINBOW;
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else if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
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skinnum = (INT32)((skin_t*)spr->mobj->skin-skins);
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else
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skinnum = TC_DEFAULT;
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}
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}
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// Translation or skin number found
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// Translation or skin number found
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