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Commits on Source (6)
......@@ -5887,14 +5887,14 @@ static void M_DrawNightsAttackBackground(void)
}
// NiGHTS Attack floating Super Sonic.
static patch_t *ntssupersonic[2];
/*static patch_t *ntssupersonic[2];
static void M_DrawNightsAttackSuperSonic(void)
{
const UINT8 *colormap = R_GetTranslationColormap(TC_DEFAULT, SKINCOLOR_YELLOW, GTC_CACHE);
INT32 timer = FixedInt(ntsatkdrawtimer/4) % 2;
angle_t fa = (FixedAngle((FixedInt(ntsatkdrawtimer * 4) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
V_DrawFixedPatch(235<<FRACBITS, (120<<FRACBITS) - (8*FINESINE(fa)), FRACUNIT, 0, ntssupersonic[timer], colormap);
}
}*/
static void M_DrawLevelPlatterMenu(void)
{
......@@ -10247,7 +10247,47 @@ void M_DrawNightsAttackMenu(void)
}
// Super Sonic
M_DrawNightsAttackSuperSonic();
//M_DrawNightsAttackSuperSonic();
//Draw selected character's NiGHTS sprite
patch_t *NightsAttackSprite; //The patch for the sprite itself
INT32 spritetimer; //Timer for animating NiGHTS sprite
INT32 flags; //Flag var for checking if the sprite needs to be flipped
INT32 skinnumber; //Number for skin
const UINT8 *colormap = NULL; //Colormap var for coloring the sprite
if (skins[cv_chooseskin.value-1].sprites[SPR2_NFLY].numframes == 0) //If we don't have NiGHTS sprites
skinnumber = 0; //Default to Sonic
else
skinnumber = (cv_chooseskin.value-1);
spritedef_t *sprdef = &skins[skinnumber].sprites[SPR2_NFLY]; //Make our patch the selected character's NFLY sprite
spritetimer = FixedInt(ntsatkdrawtimer/2) % skins[skinnumber].sprites[SPR2_NFLY].numframes; //Make the sprite timer cycle though all the frames at 2 tics per frame
spriteframe_t *sprframe = &sprdef->spriteframes[spritetimer]; //Our animation frame is equal to the number on the timer
NightsAttackSprite = W_CachePatchNum(sprframe->lumppat[6], PU_PATCH); //Draw the right facing angle
if ((skins[skinnumber].flags & SF_NONIGHTSSUPER) || !(skins[skinnumber].flags & SF_SUPER)) //If we don't go super during NiGHTS, or at all
colormap = R_GetTranslationColormap(TC_BLINK, skins[skinnumber].prefcolor, GTC_CACHE); //Make the sprite color be our prefcolor
else
colormap = R_GetTranslationColormap(TC_BLINK, (skins[skinnumber].natkcolor), GTC_CACHE); //Make our sprite color equal the darkest flash of our supercolor
angle_t fa = (FixedAngle(((FixedInt(ntsatkdrawtimer * 4)) % 360)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK;
if (sprframe->flip & 1<<6) //If our sprite is supposed to be flipped
flags = V_FLIP; //Flip it
else
flags = 0;
V_DrawFixedPatch((270<<FRACBITS), ((186<<FRACBITS) - (8*FINESINE(fa))), FixedDiv(skins[skinnumber].highresscale, skins[skinnumber].shieldscale), flags, NightsAttackSprite, colormap); //Draw the sprite
//End of NiGHTS sprite drawing
//if (P_HasGrades(cv_nextmap.value, 0))
// V_DrawScaledPatch(235 - (((ngradeletters[bestoverall])->width)*3)/2, 135, 0, ngradeletters[bestoverall]);
......
......@@ -119,6 +119,7 @@ static void Sk_SetDefaultValue(skin_t *skin)
skin->prefcolor = SKINCOLOR_GREEN;
skin->supercolor = SKINCOLOR_SUPERGOLD1;
skin->prefoppositecolor = 0; // use tables
skin->natkcolor = SKINCOLOR_SUPERGOLD1+4;
skin->normalspeed = 36<<FRACBITS;
skin->runspeed = 28<<FRACBITS;
......@@ -603,6 +604,11 @@ static boolean R_ProcessPatchableFields(skin_t *skin, char *stoken, char *value)
UINT16 color = R_GetSuperColorByName(value);
skin->supercolor = (color ? color : SKINCOLOR_SUPERGOLD1);
}
else if (!stricmp(stoken, "natkcolor"))
{
UINT16 color = R_GetColorByName(value);
skin->natkcolor = (color ? color : (skin->supercolor + 4);
}
#define GETFLOAT(field) else if (!stricmp(stoken, #field)) skin->field = FLOAT_TO_FIXED(atof(value));
GETFLOAT(jumpfactor)
......
......@@ -70,6 +70,7 @@ typedef struct
UINT16 prefcolor;
UINT16 supercolor;
UINT16 prefoppositecolor; // if 0 use tables instead
UINT16 natkcolor; //Color specificall for Nights Attack Menu
fixed_t highresscale; // scale of highres, default is 0.5
UINT8 contspeed; // continue screen animation speed
......