Legacy GL: models support demo skin silhouettes

Code more closely matches R_GetSpriteTranslation
This commit is contained in:
James R 2024-03-25 03:49:52 -07:00
parent 30b3199e28
commit 1be8e6a762

View file

@ -1522,29 +1522,23 @@ boolean HWR_DrawModel(gl_vissprite_t *spr)
{
INT32 skinnum = TC_DEFAULT;
if (R_ThingIsFlashing(spr->mobj))
if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY) // This thing is a player!
{
skinnum = (skin_t*)spr->mobj->skin-skins;
}
// Hide not-yet-unlocked characters in replays from other people
if (skinnum >= 0 && !R_CanShowSkinInDemo(skinnum))
{
skinnum = TC_BLINK;
}
else if (R_ThingIsFlashing(spr->mobj))
{
skinnum = TC_HITLAG;
}
/*
else if ((spr->mobj->flags & (MF_ENEMY|MF_BOSS)) && (spr->mobj->flags2 & MF2_FRET) && !(spr->mobj->flags & MF_GRENADEBOUNCE) && (leveltime & 1)) // Bosses "flash"
else if (spr->mobj->color && spr->mobj->colorized)
{
if (spr->mobj->type == MT_CYBRAKDEMON || spr->mobj->colorized)
skinnum = TC_ALLWHITE;
else if (spr->mobj->type == MT_METALSONIC_BATTLE)
skinnum = TC_METALSONIC;
else
skinnum = TC_BOSS;
}
*/
else if ((skincolornum_t)spr->mobj->color != SKINCOLOR_NONE)
{
if (spr->mobj->colorized)
skinnum = TC_RAINBOW;
else if (spr->mobj->skin && spr->mobj->sprite == SPR_PLAY)
skinnum = (INT32)((skin_t*)spr->mobj->skin-skins);
else
skinnum = TC_DEFAULT;
}
// Translation or skin number found