This commit is contained in:
Paul 2001-04-27 22:25:49 +00:00
parent 77d88827d0
commit 940a845ff9

View File

@ -239,6 +239,9 @@ pint ledgeShift=1;
pint cammove=2;
CActorGfx *m_actorWeaponGfx;
/*----------------------------------------------------------------------
Function:
Purpose:
@ -258,6 +261,9 @@ void CPlayer::init()
m_layerCollision=NULL;
CActorPool::AddActor(ACTORS_SPONGEBOB_NET_SBK);
m_actorWeaponGfx=CActorPool::GetActor(ACTORS_SPONGEBOB_NET_SBK);
m_actorGfx=CActorPool::GetActor(ACTORS_SPONGEBOB_SBK);
for(int i=0;i<NUM_PLAYERMODES;i++)
@ -946,8 +952,52 @@ void CPlayer::respawn()
Params:
Returns:
---------------------------------------------------------------------- */
#ifndef __ANIM_SPONGEBOB_NET_HEADER__
#include <ACTOR_SPONGEBOB_NET_Anim.h>
#endif
static s8 s_animMapNet[]=
{
ANIM_SPONGEBOB_NET_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND=0,
ANIM_SPONGEBOB_NET_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_NET_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_NET_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_NET_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_NET_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
ANIM_SPONGEBOB_NET_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_NET_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_NET_JUMP, // ANIM_SPONGEBOB_JUMP,
ANIM_SPONGEBOB_NET_RUN, // ANIM_SPONGEBOB_RUN,
ANIM_SPONGEBOB_NET_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
ANIM_SPONGEBOB_NET_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
ANIM_SPONGEBOB_NET_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_NET_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_NET_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
ANIM_SPONGEBOB_NET_SWIPE, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_NET_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
-1, // ANIM_SPONGEBOB_FIREEND,
-1, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
};
void CPlayer::renderSb(DVECTOR *_pos,int _animNo,int _animFrame)
{
if(m_currentMode==PLAYER_MODE_NET)
{
if(s_animMapNet[_animNo]!=-1)
{
if(_animFrame<m_actorWeaponGfx->getFrameCount(s_animMapNet[_animNo]))
{
m_actorWeaponGfx->Render(*_pos,s_animMapNet[_animNo],_animFrame,m_facing==FACING_RIGHT?0:1);
}
}
}
m_actorGfx->Render(*_pos,_animNo,_animFrame,m_facing==FACING_RIGHT?0:1);
}