void AScriptedMarine::SetWeapon (EMarineWeapon type) { if (GetWeaponStates(type, MeleeState, MissileState)) { static const char *classes[] = { "ScriptedMarine", "MarineFist", "MarineBerserk", "MarineChainsaw", "MarinePistol", "MarineShotgun", "MarineSSG", "MarineChaingun", "MarineRocket", "MarinePlasma", "MarineRailgun", "MarineBFG" }; const PClass *cls = PClass::FindClass(classes[type]); if (cls != NULL) DecalGenerator = GetDefaultByType(cls)->DecalGenerator; else DecalGenerator = NULL; } }
void AScriptedMarine::BeginPlay () { Super::BeginPlay (); // Set the current weapon for(int i=WEAPON_Dummy; i<=WEAPON_BFG; i++) { FState *melee, *missile; if (GetWeaponStates(i, melee, missile)) { if (melee == MeleeState && missile == MissileState) { CurrentWeapon = i; } } } // Copy the standard player's scaling AActor * playerdef = GetDefaultByName("DoomPlayer"); if (playerdef != NULL) { scaleX = playerdef->scaleX; scaleY = playerdef->scaleY; } }
void AScriptedMarine::BeginPlay () { Super::BeginPlay (); // Set the current weapon for(int i=WEAPON_Dummy; i<=WEAPON_BFG; i++) { FState *melee, *missile; if (GetWeaponStates(i, melee, missile)) { if (melee == MeleeState && missile == MissileState) { CurrentWeapon = i; } } } }