Allow switch data to use original portraits
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@ -38,6 +38,7 @@ impl GameEntity<()> for TextBoxes {
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let animation = state.textscript_vm.face % 1000 / 100;
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let animation = state.textscript_vm.face % 1000 / 100;
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if state.constants.textscript.animated_face_pics
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if state.constants.textscript.animated_face_pics
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&& !state.settings.original_textures
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&& (self.animated_face.anim_id != animation || self.animated_face.face_id != face_num)
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&& (self.animated_face.anim_id != animation || self.animated_face.face_id != face_num)
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{
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{
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self.animated_face = state
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self.animated_face = state
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@ -154,8 +155,11 @@ impl GameEntity<()> for TextBoxes {
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let face_num = state.textscript_vm.face % 100;
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let face_num = state.textscript_vm.face % 100;
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let animation_frame = self.animated_face.anim_frames.first().unwrap().0 as usize;
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let animation_frame = self.animated_face.anim_frames.first().unwrap().0 as usize;
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let tex_name =
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let tex_name = if state.constants.textscript.animated_face_pics && !state.settings.original_textures {
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if state.constants.textscript.animated_face_pics { SWITCH_FACE_TEX[animation_frame] } else { FACE_TEX };
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SWITCH_FACE_TEX[animation_frame]
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} else {
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FACE_TEX
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};
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, tex_name)?;
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let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, tex_name)?;
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let face_x = (4.0 + (6 - self.slide_in) as f32 * 8.0) - 52.0;
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let face_x = (4.0 + (6 - self.slide_in) as f32 * 8.0) - 52.0;
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