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1 changed files with 50 additions and 0 deletions
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@ -239,6 +239,9 @@ pint ledgeShift=1;
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pint cammove=2;
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CActorGfx *m_actorWeaponGfx;
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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@ -258,6 +261,9 @@ void CPlayer::init()
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m_layerCollision=NULL;
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CActorPool::AddActor(ACTORS_SPONGEBOB_NET_SBK);
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m_actorWeaponGfx=CActorPool::GetActor(ACTORS_SPONGEBOB_NET_SBK);
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m_actorGfx=CActorPool::GetActor(ACTORS_SPONGEBOB_SBK);
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for(int i=0;i<NUM_PLAYERMODES;i++)
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@ -946,8 +952,52 @@ void CPlayer::respawn()
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Params:
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Returns:
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---------------------------------------------------------------------- */
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#ifndef __ANIM_SPONGEBOB_NET_HEADER__
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#include <ACTOR_SPONGEBOB_NET_Anim.h>
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#endif
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static s8 s_animMapNet[]=
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{
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ANIM_SPONGEBOB_NET_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND=0,
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ANIM_SPONGEBOB_NET_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
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ANIM_SPONGEBOB_NET_FALL, // ANIM_SPONGEBOB_FALL,
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ANIM_SPONGEBOB_NET_GETUP, // ANIM_SPONGEBOB_GETUP,
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ANIM_SPONGEBOB_NET_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
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ANIM_SPONGEBOB_NET_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
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ANIM_SPONGEBOB_NET_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
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ANIM_SPONGEBOB_NET_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
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ANIM_SPONGEBOB_NET_JUMP, // ANIM_SPONGEBOB_JUMP,
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ANIM_SPONGEBOB_NET_RUN, // ANIM_SPONGEBOB_RUN,
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ANIM_SPONGEBOB_NET_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
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ANIM_SPONGEBOB_NET_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
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ANIM_SPONGEBOB_NET_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
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ANIM_SPONGEBOB_NET_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
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ANIM_SPONGEBOB_NET_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
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ANIM_SPONGEBOB_NET_SWIPE, // ANIM_SPONGEBOB_SWIPE,
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ANIM_SPONGEBOB_NET_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
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-1, // ANIM_SPONGEBOB_BALLOONJUMP,
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-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
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-1, // ANIM_SPONGEBOB_FIREEND,
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-1, // ANIM_SPONGEBOB_FIRESTART,
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-1, // ANIM_SPONGEBOB_IDLEWEAPON,
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-1, // ANIM_SPONGEBOB_WALK,
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-1, // ANIM_SPONGEBOB_KARATE,
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};
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void CPlayer::renderSb(DVECTOR *_pos,int _animNo,int _animFrame)
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{
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if(m_currentMode==PLAYER_MODE_NET)
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{
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if(s_animMapNet[_animNo]!=-1)
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{
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if(_animFrame<m_actorWeaponGfx->getFrameCount(s_animMapNet[_animNo]))
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{
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m_actorWeaponGfx->Render(*_pos,s_animMapNet[_animNo],_animFrame,m_facing==FACING_RIGHT?0:1);
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}
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}
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}
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m_actorGfx->Render(*_pos,_animNo,_animFrame,m_facing==FACING_RIGHT?0:1);
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}
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