Move ClassicFacingFudge support to Mods.Cnc
This moves the TD/RA-specific re-mapping of sprite facings and coordinates to Mods.Cnc.
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@@ -95,11 +95,11 @@ namespace OpenRA.Mods.Common.Graphics
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{
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static readonly WDist DefaultShadowSpriteZOffset = new WDist(-5);
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protected Sprite[] sprites;
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readonly bool reverseFacings, transpose, useClassicFacingFudge;
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readonly bool reverseFacings, transpose;
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readonly string sequence;
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protected readonly ISpriteSequenceLoader Loader;
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readonly string sequence;
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public string Name { get; private set; }
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public int Start { get; private set; }
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public int Length { get; private set; }
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@@ -156,7 +156,6 @@ namespace OpenRA.Mods.Common.Graphics
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Tick = LoadField(d, "Tick", 40);
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transpose = LoadField(d, "Transpose", false);
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Frames = LoadField<int[]>(d, "Frames", null);
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useClassicFacingFudge = LoadField(d, "UseClassicFacingFudge", false);
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var flipX = LoadField(d, "FlipX", false);
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var flipY = LoadField(d, "FlipY", false);
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@@ -168,11 +167,6 @@ namespace OpenRA.Mods.Common.Graphics
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Facings = -Facings;
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}
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if (useClassicFacingFudge && Facings != 32)
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throw new InvalidOperationException(
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"{0}: Sequence {1}.{2}: UseClassicFacingFudge is only valid for 32 facings"
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.F(info.Nodes[0].Location, sequence, animation));
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var offset = LoadField(d, "Offset", float3.Zero);
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var blendMode = LoadField(d, "BlendMode", BlendMode.Alpha);
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@@ -384,7 +378,7 @@ namespace OpenRA.Mods.Common.Graphics
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protected virtual Sprite GetSprite(int start, int frame, int facing)
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{
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var f = Util.QuantizeFacing(facing, Facings, useClassicFacingFudge);
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var f = QuantizeFacing(facing);
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if (reverseFacings)
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f = (Facings - f) % Facings;
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@@ -398,5 +392,10 @@ namespace OpenRA.Mods.Common.Graphics
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return sprites[j];
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}
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protected virtual int QuantizeFacing(int facing)
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{
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return Util.QuantizeFacing(facing, Facings);
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}
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}
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}
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