X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameTick.cpp;h=c1b038671b454c23beb94698377197e455d84ca6;hb=8139604f6d9f7014ef516371895c72fabd55f828;hp=82b75e54eb693d47db5ced0fc44bb3b01ca0d632;hpb=5ab55c3eea543a30fe979f623d4a984935e2a0fb;p=lugaru.git diff --git a/Source/GameTick.cpp b/Source/GameTick.cpp index 82b75e5..c1b0386 100644 --- a/Source/GameTick.cpp +++ b/Source/GameTick.cpp @@ -148,27 +148,6 @@ float musicvolume[4] = {}; float oldmusicvolume[4] = {}; int musicselected = 0; -const char* rabbitskin[] = { - "Textures/Fur3.jpg", - "Textures/Fur.jpg", - "Textures/Fur2.jpg", - "Textures/Lynx.jpg", - "Textures/Otter.jpg", - "Textures/Opal.jpg", - "Textures/Sable.jpg", - "Textures/Chocolate.jpg", - "Textures/BW2.jpg", - "Textures/WB2.jpg" -}; - -const char* wolfskin[] = { - "Textures/Wolf.jpg", - "Textures/DarkWolf.jpg", - "Textures/SnowWolf.jpg" -}; - -const char** creatureskin[] = { rabbitskin, wolfskin }; - #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1]; STATIC_ASSERT(rabbittype == 0 && wolftype == 1) @@ -1213,7 +1192,7 @@ void Game::ProcessDevInput() } Person::players[closest]->skeleton.drawmodel.textureptr.load( - creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1, + PersonType::types[Person::players[closest]->creature].skins[Person::players[closest]->whichskin], 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize); } @@ -1227,21 +1206,20 @@ void Game::ProcessDevInput() closest = findClosestPlayer(); } - // FIXME: Those proportions are buggy if (closest >= 0) { if (Person::players[closest]->creature == rabbittype) { Person::players[closest]->creature = wolftype; Person::players[closest]->whichskin = 0; Person::players[closest]->skeletonLoad(); - Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale; + Person::players[closest]->scale *= 1.15; Person::players[closest]->damagetolerance = 300; - } else { + } else { // wolftype Person::players[closest]->creature = rabbittype; Person::players[closest]->whichskin = 0; Person::players[closest]->skeletonLoad(true); - Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale; + Person::players[closest]->scale /= 1.15; Person::players[closest]->damagetolerance = 200; }