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)
printf("Stereo separation increased to %f\n", stereoseparation);
}
- /* Devtools */
- if (devtools && !mainmenu) {
- ProcessDevInput();
- }
-}
-
-void Game::ProcessDevInput()
-{
- if (!devtools || mainmenu) {
- return;
- }
-
/* Console */
if (Input::isKeyPressed(consolekey)) {
console = !console;
}
}
+ /* Devtools */
+ if (devtools && !mainmenu && !console) {
+ ProcessDevInput();
+ }
+}
+
+void Game::ProcessDevInput()
+{
+ if (!devtools || mainmenu || console) {
+ return;
+ }
+
if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
/* Enable editor */
if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
}
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);
}
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;
}