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)
Person::players[i]->updatedelay = 0;
Person::players[i]->normalsupdatedelay = 0;
- Person::players[i]->proportionhead = 1.2;
- Person::players[i]->proportionbody = 1.05;
- Person::players[i]->proportionarms = 1.00;
- Person::players[i]->proportionlegs = 1.1;
- Person::players[i]->proportionlegs.y = 1.05;
+ Person::players[i]->setProportions(1, 1, 1, 1);
Person::players[i]->headless = 0;
Person::players[i]->currentoffset = 0;
Person::players[i]->targetoffset = 0;
Game::LoadingScreen();
- if (cellophane) {
- Person::players[i]->proportionhead.z = 0;
- Person::players[i]->proportionbody.z = 0;
- Person::players[i]->proportionarms.z = 0;
- Person::players[i]->proportionlegs.z = 0;
- }
-
Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
if (i == 0) {
printf("Stereo separation increased to %f\n", stereoseparation);
}
- /* Devtools */
- if (devtools && !mainmenu) {
- ProcessDevInput();
- }
-}
-
-void Game::ProcessDevInput()
-{
- if (!devtools || mainmenu) {
- return;
- }
-
- float headprop, bodyprop, armprop, legprop;
-
/* 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);
}
Person::players[closest]->creature = wolftype;
Person::players[closest]->whichskin = 0;
Person::players[closest]->skeletonLoad();
-
- Person::players[closest]->proportionhead = 1.1;
- Person::players[closest]->proportionbody = 1.1;
- Person::players[closest]->proportionarms = 1.1;
- Person::players[closest]->proportionlegs = 1.1;
Person::players[closest]->scale *= 1.15;
Person::players[closest]->damagetolerance = 300;
Person::players[closest]->whichskin = 0;
Person::players[closest]->skeletonLoad(true);
- Person::players[closest]->proportionhead = 1.2;
- Person::players[closest]->proportionbody = 1.05;
- Person::players[closest]->proportionarms = 1.00;
- Person::players[closest]->proportionlegs.x = 1.1;
- Person::players[closest]->proportionlegs.y = 1.05;
Person::players[closest]->scale /= 1.15;
Person::players[closest]->damagetolerance = 200;
Person::players.back()->oldcoords = Person::players.back()->coords;
Person::players.back()->realoldcoords = Person::players.back()->coords;
- if (Person::players[0]->creature == wolftype) {
- headprop = Person::players[0]->proportionhead.x / 1.1;
- bodyprop = Person::players[0]->proportionbody.x / 1.1;
- armprop = Person::players[0]->proportionarms.x / 1.1;
- legprop = Person::players[0]->proportionlegs.x / 1.1;
- } else {
- // rabbittype
- headprop = Person::players[0]->proportionhead.x / 1.2;
- bodyprop = Person::players[0]->proportionbody.x / 1.05;
- armprop = Person::players[0]->proportionarms.x / 1.00;
- legprop = Person::players[0]->proportionlegs.x / 1.1;
- }
-
- if (Person::players.back()->creature == wolftype) {
- Person::players.back()->proportionhead = 1.1 * headprop;
- Person::players.back()->proportionbody = 1.1 * bodyprop;
- Person::players.back()->proportionarms = 1.1 * armprop;
- Person::players.back()->proportionlegs = 1.1 * legprop;
- }
-
- if (Person::players.back()->creature == rabbittype) {
- Person::players.back()->proportionhead = 1.2 * headprop;
- Person::players.back()->proportionbody = 1.05 * bodyprop;
- Person::players.back()->proportionarms = 1.00 * armprop;
- Person::players.back()->proportionlegs = 1.1 * legprop;
- Person::players.back()->proportionlegs.y = 1.05 * legprop;
- }
-
- if (cellophane) {
- Person::players.back()->proportionhead.z = 0;
- Person::players.back()->proportionbody.z = 0;
- Person::players.back()->proportionarms.z = 0;
- Person::players.back()->proportionlegs.z = 0;
- }
+ Person::players.back()->setProportions(1, 1, 1, 1);
Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);