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3D:: hair is now drawn above face
This commit is contained in:
parent
c5f2dec44c
commit
4e6a50f425
10
geometry.cpp
10
geometry.cpp
@ -275,7 +275,7 @@ namespace geom3 {
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ld INFDEEP, BOTTOM, HELLSPIKE, LAKE, WALL,
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ld INFDEEP, BOTTOM, HELLSPIKE, LAKE, WALL,
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SLEV[4], FLATEYE,
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SLEV[4], FLATEYE,
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LEG1, LEG, LEG3, GROIN, GROIN1, GHOST,
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LEG1, LEG, LEG3, GROIN, GROIN1, GHOST,
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BODY, NECK1, NECK, NECK3, HEAD,
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BODY, NECK1, NECK, NECK3, HEAD, HEAD1, HEAD2,
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ALEG, ABODY, AHEAD, BIRD;
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ALEG, ABODY, AHEAD, BIRD;
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string invalid;
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string invalid;
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@ -328,7 +328,9 @@ namespace geom3 {
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NECK1 = 1.16;
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NECK1 = 1.16;
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NECK = 1.17;
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NECK = 1.17;
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NECK3 = 1.18;
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NECK3 = 1.18;
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HEAD = 1.19;
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HEAD = 1.188;
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HEAD1= 1.189;
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HEAD2= 1.190;
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ABODY = 1.08;
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ABODY = 1.08;
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AHEAD = 1.12;
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AHEAD = 1.12;
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BIRD = 1.20;
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BIRD = 1.20;
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@ -349,7 +351,9 @@ namespace geom3 {
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NECK1 = lev_to_factor(human_height * .7);
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NECK1 = lev_to_factor(human_height * .7);
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NECK = lev_to_factor(human_height * .8);
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NECK = lev_to_factor(human_height * .8);
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NECK3 = lev_to_factor(human_height * .9);
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NECK3 = lev_to_factor(human_height * .9);
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HEAD = lev_to_factor(human_height);
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HEAD = lev_to_factor(human_height * .98);
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HEAD1 = lev_to_factor(human_height * .99);
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HEAD2 = lev_to_factor(human_height);
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ABODY = lev_to_factor(human_height * .4);
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ABODY = lev_to_factor(human_height * .4);
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ALEG = lev_to_factor(human_height * .2);
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ALEG = lev_to_factor(human_height * .2);
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56
graph.cpp
56
graph.cpp
@ -531,7 +531,9 @@ transmatrix otherbodyparts(const transmatrix& V, color_t col, eMonster who, doub
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#define VGROIN mmscale(V, geom3::GROIN)
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#define VGROIN mmscale(V, geom3::GROIN)
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#define VBODY mmscale(V, geom3::BODY)
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#define VBODY mmscale(V, geom3::BODY)
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#define VNECK mmscale(V, geom3::NECK)
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#define VNECK mmscale(V, geom3::NECK)
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#define VHEAD mmscale(V, geom3::HEAD)
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#define VHEAD mmscale(V, geom3::HEAD)
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#define VHEAD1 mmscale(V, geom3::HEAD1)
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#define VHEAD2 mmscale(V, geom3::HEAD2)
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#define VALEGS V
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#define VALEGS V
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#define VABODY mmscale(V, geom3::ABODY)
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#define VABODY mmscale(V, geom3::ABODY)
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@ -828,7 +830,7 @@ void drawTerraWarrior(const transmatrix& V, int t, int hp, double footphase) {
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if(hp >= 4) queuepoly(VBS, shTerraArmor2, darkena(t > 1 ? 0xC00000 : col, 0, 0xFF));
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if(hp >= 4) queuepoly(VBS, shTerraArmor2, darkena(t > 1 ? 0xC00000 : col, 0, 0xFF));
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if(hp >= 2) queuepoly(VBS, shTerraArmor3, darkena(t > 2 ? 0x612600 : col, 0, 0xFF));
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if(hp >= 2) queuepoly(VBS, shTerraArmor3, darkena(t > 2 ? 0x612600 : col, 0, 0xFF));
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queuepoly(VHEAD, shTerraHead, darkena(t > 4 ? 0x202020 : t > 3 ? 0x504040 : col, 0, 0xFF));
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queuepoly(VHEAD, shTerraHead, darkena(t > 4 ? 0x202020 : t > 3 ? 0x504040 : col, 0, 0xFF));
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queuepoly(VHEAD, shPFace, bcol);
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queuepoly(VHEAD1, shPFace, bcol);
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}
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}
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#endif
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#endif
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@ -977,23 +979,23 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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if(items[itOrbBeauty]) {
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if(items[itOrbBeauty]) {
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if(cs.charid&1)
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if(cs.charid&1)
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queuepoly(VHEAD, shFlowerHair, darkena(iinf[itOrbBeauty].color, 0, 0xFF));
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queuepoly(VHEAD1, shFlowerHair, darkena(iinf[itOrbBeauty].color, 0, 0xFF));
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else
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else
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queuepoly(VWPN, shFlowerHand, darkena(iinf[itOrbBeauty].color, 0, 0xFF));
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queuepoly(VWPN, shFlowerHand, darkena(iinf[itOrbBeauty].color, 0, 0xFF));
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}
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}
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if(where && where->land == laWildWest) {
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if(where && where->land == laWildWest) {
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queuepoly(VHEAD, shWestHat1, darkena(cs.swordcolor, 1, 0XFF));
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queuepoly(VHEAD1, shWestHat1, darkena(cs.swordcolor, 1, 0XFF));
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queuepoly(VHEAD, shWestHat2, darkena(cs.swordcolor, 0, 0XFF));
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queuepoly(VHEAD2, shWestHat2, darkena(cs.swordcolor, 0, 0XFF));
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}
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}
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if(cheater && !autocheat) {
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if(cheater && !autocheat) {
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queuepoly(VHEAD, (cs.charid&1) ? shGoatHead : shDemon, darkena(0xFFFF00, 0, 0xFF));
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queuepoly(VHEAD1, (cs.charid&1) ? shGoatHead : shDemon, darkena(0xFFFF00, 0, 0xFF));
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// queuepoly(V, shHood, darkena(0xFF00, 1, 0xFF));
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// queuepoly(V, shHood, darkena(0xFF00, 1, 0xFF));
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}
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}
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else {
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else {
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queuepoly(VHEAD, shPFace, fc(500, cs.skincolor, 1));
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queuepoly(VHEAD, shPFace, fc(500, cs.skincolor, 1));
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queuepoly(VHEAD, (cs.charid&1) ? shFemaleHair : shPHead, fc(150, cs.haircolor, 2));
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queuepoly(VHEAD1, (cs.charid&1) ? shFemaleHair : shPHead, fc(150, cs.haircolor, 2));
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}
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}
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if(knighted)
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if(knighted)
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@ -1074,7 +1076,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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if(knighted)
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if(knighted)
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queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xC0));
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queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xC0));
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queuepoly(VHEAD, (cs.charid&1) ? shFemaleHair : shPHead, darkena(col, 1, 0XC0));
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queuepoly(VHEAD1, (cs.charid&1) ? shFemaleHair : shPHead, darkena(col, 1, 0XC0));
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queuepoly(VHEAD, shPFace, darkena(col, 0, 0XC0));
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queuepoly(VHEAD, shPFace, darkena(col, 0, 0XC0));
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if(cs.charid&1)
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if(cs.charid&1)
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queuepoly(VBS, shFemaleDress, darkena(col, 1, 0XC0));
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queuepoly(VBS, shFemaleDress, darkena(col, 1, 0XC0));
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@ -1103,7 +1105,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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else
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else
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col = cloakcolor(newRoundTableRadius());
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col = cloakcolor(newRoundTableRadius());
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queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xFF));
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queuepoly(VBS, shKnightCloak, darkena(col, 1, 0xFF));
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queuepoly(VHEAD, shPHead, darkena(0x703800, 1, 0XFF));
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queuepoly(VHEAD1, shPHead, darkena(0x703800, 1, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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return false;
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return false;
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}
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}
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@ -1149,21 +1151,21 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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if(m == moRoseLady) {
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if(m == moRoseLady) {
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// queuepoly(V, girl ? shGoatHead : shDemon, 0x800000FF);
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// queuepoly(V, girl ? shGoatHead : shDemon, 0x800000FF);
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queuepoly(VHEAD, girl ? shFemaleHair : shPHead, evil ? 0x500050FF : 0x332A22FF);
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queuepoly(VHEAD1, girl ? shFemaleHair : shPHead, evil ? 0x500050FF : 0x332A22FF);
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}
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}
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else if(m == moRoseBeauty) {
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else if(m == moRoseBeauty) {
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if(girl) {
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if(girl) {
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queuepoly(VHEAD, shBeautyHair, 0xF0A0D0FF);
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queuepoly(VHEAD1, shBeautyHair, 0xF0A0D0FF);
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queuepoly(VHEAD, shFlowerHair, 0xC00000FF);
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queuepoly(VHEAD1, shFlowerHair, 0xC00000FF);
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}
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}
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else {
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else {
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queuepoly(VHEAD, shPHead, 0xF0A0D0FF);
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queuepoly(VHEAD1, shPHead, 0xF0A0D0FF);
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queuepoly(VBS, shFlowerHand, 0xC00000FF);
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queuepoly(VBS, shFlowerHand, 0xC00000FF);
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queuepoly(VBS, shSuspenders, 0xC00000FF);
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queuepoly(VBS, shSuspenders, 0xC00000FF);
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}
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}
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}
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}
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else {
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else {
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queuepoly(VHEAD, girl ? shFemaleHair : shPHead,
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queuepoly(VHEAD1, girl ? shFemaleHair : shPHead,
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evil ? 0xC00000FF : 0x332A22FF);
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evil ? 0xC00000FF : 0x332A22FF);
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}
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}
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queuepoly(VHEAD, shPFace, facecolor);
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queuepoly(VHEAD, shPFace, facecolor);
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@ -1362,7 +1364,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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if(!peace::on) queuepoly(VBODY, shPKnife, 0xFFC0C0C0);
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if(!peace::on) queuepoly(VBODY, shPKnife, 0xFFC0C0C0);
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queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
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queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
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queuepolyat(VBS, shRatCape2, darkena(col, 2, 0xFF), PPR::MONSTER_ARMOR0);
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queuepolyat(VBS, shRatCape2, darkena(col, 2, 0xFF), PPR::MONSTER_ARMOR0);
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queuepoly(VHEAD, shRaiderHelmet, darkena(col, 0, 0XFF));
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queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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}
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}
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else if(m == moCrusher) {
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else if(m == moCrusher) {
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@ -1373,7 +1375,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
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queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
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queuepoly(VBS, shFlailTrunk, darkena(col, 1, 0XFF));
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queuepoly(VBS, shFlailTrunk, darkena(col, 1, 0XFF));
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queuepoly(VBS, shHammerHead, darkena(col, 0, 0XFF));
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queuepoly(VBS, shHammerHead, darkena(col, 0, 0XFF));
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queuepoly(VHEAD, shRaiderHelmet, darkena(col, 0, 0XFF));
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queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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}
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}
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else if(m == moPair) {
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else if(m == moPair) {
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@ -1383,7 +1385,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF));
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queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF));
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queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
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queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
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queuepoly(VBS, shPickAxe, darkena(0xA0A0A0, 0, 0XFF));
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queuepoly(VBS, shPickAxe, darkena(0xA0A0A0, 0, 0XFF));
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queuepoly(VHEAD, shRaiderHelmet, darkena(col, 0, 0XFF));
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queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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}
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}
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else if(m == moAltDemon || m == moHexDemon) {
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else if(m == moAltDemon || m == moHexDemon) {
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@ -1393,7 +1395,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF));
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queuepoly(VBS, shRaiderShirt, darkena(col, 2, 0xFF));
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queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
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queuepoly(VBS, shRaiderArmor, darkena(col, 1, 0xFF));
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if(!peace::on) queuepoly(VBS, shPSword, 0xFFD0D0D0);
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if(!peace::on) queuepoly(VBS, shPSword, 0xFFD0D0D0);
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queuepoly(VHEAD, shRaiderHelmet, darkena(col, 0, 0XFF));
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queuepoly(VHEAD1, shRaiderHelmet, darkena(col, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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queuepoly(VHEAD, shPFace, darkena(0xC0C0A0, 0, 0XFF));
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}
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}
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else if(m == moPalace || m == moFatGuard || m == moVizier || m == moSkeleton) {
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else if(m == moPalace || m == moFatGuard || m == moVizier || m == moSkeleton) {
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@ -1401,7 +1403,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase);
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const transmatrix VBS = VBODY * otherbodyparts(V, darkena(0xFFFFFF, 0, 0xFF), moSkeleton, footphase);
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queuepoly(VBS, shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF));
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queuepoly(VBS, shSkeletonBody, darkena(0xFFFFFF, 0, 0xFF));
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queuepoly(VHEAD, shSkull, darkena(0xFFFFFF, 0, 0xFF));
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queuepoly(VHEAD, shSkull, darkena(0xFFFFFF, 0, 0xFF));
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queuepoly(VHEAD, shSkullEyes, darkena(0, 0, 0xFF));
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queuepoly(VHEAD1, shSkullEyes, darkena(0, 0, 0xFF));
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ShadowV(V, shSkeletonBody);
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ShadowV(V, shSkeletonBody);
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queuepoly(VBS, shSabre, 0xFFFFFFFF);
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queuepoly(VBS, shSabre, 0xFFFFFFFF);
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}
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}
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@ -1422,9 +1424,9 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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queuepoly(VBS, shKnightCloak, m == moVizier ? 0x800080Ff :
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queuepoly(VBS, shKnightCloak, m == moVizier ? 0x800080Ff :
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darkena(0x00FF00, 1, 0xFF));
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darkena(0x00FF00, 1, 0xFF));
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}
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}
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queuepoly(VHEAD, shTurban1, darkena(col, 1, 0xFF));
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queuepoly(VHEAD1, shTurban1, darkena(col, 1, 0xFF));
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if(!where || where->hitpoints >= 2)
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if(!where || where->hitpoints >= 2)
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queuepoly(VHEAD, shTurban2, darkena(col, 0, 0xFF));
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queuepoly(VHEAD2, shTurban2, darkena(col, 0, 0xFF));
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queuepoly(VBS, shSabre, 0xFFFFFFFF);
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queuepoly(VBS, shSabre, 0xFFFFFFFF);
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}
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}
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@ -1434,7 +1436,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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const transmatrix VBS = VBODY * otherbodyparts(V, 0xFFFFFFFF, m, footphase);
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const transmatrix VBS = VBODY * otherbodyparts(V, 0xFFFFFFFF, m, footphase);
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ShadowV(V, shPBody);
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ShadowV(V, shPBody);
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queuepoly(VBS, shPBody, 0xFFFFFFFF);
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queuepoly(VBS, shPBody, 0xFFFFFFFF);
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queuepoly(VHEAD, shPHead, 0xFFFFFFFF);
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queuepoly(VHEAD1, shPHead, 0xFFFFFFFF);
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queuepoly(VHEAD, shPFace, 0xFFFFFFFF);
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queuepoly(VHEAD, shPFace, 0xFFFFFFFF);
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}
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}
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else if(m == moHedge) {
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else if(m == moHedge) {
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@ -1442,21 +1444,21 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
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const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
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const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 1, 0xFF), m, footphase);
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queuepoly(VBS, shPBody, darkena(col, 0, 0xFF));
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queuepoly(VBS, shPBody, darkena(col, 0, 0xFF));
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queuepoly(VBS, shHedgehogBlade, 0xC0C0C0FF);
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queuepoly(VBS, shHedgehogBlade, 0xC0C0C0FF);
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queuepoly(VHEAD, shPHead, 0x804000FF);
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queuepoly(VHEAD1, shPHead, 0x804000FF);
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queuepoly(VHEAD, shPFace, 0xF09000FF);
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queuepoly(VHEAD, shPFace, 0xF09000FF);
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}
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}
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else if(m == moYeti || m == moMonkey) {
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else if(m == moYeti || m == moMonkey) {
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const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase);
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const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xC0), m, footphase);
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ShadowV(V, shPBody);
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ShadowV(V, shPBody);
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queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
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queuepoly(VBS, shYeti, darkena(col, 0, 0xC0));
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queuepoly(VHEAD, shPHead, darkena(col, 0, 0xFF));
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queuepoly(VHEAD1, shPHead, darkena(col, 0, 0xFF));
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}
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}
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else if(m == moResearcher) {
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else if(m == moResearcher) {
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const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
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const transmatrix VBS = VBODY * otherbodyparts(V, darkena(col, 0, 0xFF), m, footphase);
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ShadowV(V, shPBody);
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ShadowV(V, shPBody);
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queuepoly(VBS, shPBody, darkena(0xFFFF00, 0, 0xC0));
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queuepoly(VBS, shPBody, darkena(0xFFFF00, 0, 0xC0));
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queuepoly(VHEAD, shAztecHead, darkena(col, 0, 0xFF));
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queuepoly(VHEAD, shAztecHead, darkena(col, 0, 0xFF));
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queuepoly(VHEAD, shAztecCap, darkena(0xC000C0, 0, 0xFF));
|
queuepoly(VHEAD1, shAztecCap, darkena(0xC000C0, 0, 0xFF));
|
||||||
}
|
}
|
||||||
else if(m == moFamiliar) {
|
else if(m == moFamiliar) {
|
||||||
/* queuepoly(V, shFemaleBody, darkena(0xC0B070, 0, 0xFF));
|
/* queuepoly(V, shFemaleBody, darkena(0xC0B070, 0, 0xFF));
|
||||||
@ -1497,7 +1499,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
|||||||
queuepoly(VBS, shPBody, 0xFFE080FF);
|
queuepoly(VBS, shPBody, 0xFFE080FF);
|
||||||
if(!peace::on) queuepoly(VBS, shPKnife, 0xC0C0C0FF);
|
if(!peace::on) queuepoly(VBS, shPKnife, 0xC0C0C0FF);
|
||||||
queuepoly(VHEAD, shPFace, 0xFFE080FF);
|
queuepoly(VHEAD, shPFace, 0xFFE080FF);
|
||||||
queuepoly(VHEAD, shPHead, 0x806A00FF);
|
queuepoly(VHEAD1, shPHead, 0x806A00FF);
|
||||||
}
|
}
|
||||||
else if(m == moMirrorSpirit) {
|
else if(m == moMirrorSpirit) {
|
||||||
ShadowV(V, shPBody);
|
ShadowV(V, shPBody);
|
||||||
@ -1763,7 +1765,7 @@ bool drawMonsterType(eMonster m, cell *where, const transmatrix& V, color_t col,
|
|||||||
// queuepoly(cV2, ct, shPSword, darkena(col, 0, 0XFF));
|
// queuepoly(cV2, ct, shPSword, darkena(col, 0, 0XFF));
|
||||||
// queuepoly(V, shHood, darkena(col, 0, 0XC0));
|
// queuepoly(V, shHood, darkena(col, 0, 0XC0));
|
||||||
if(m == moWitchFire) col = firecolor(100);
|
if(m == moWitchFire) col = firecolor(100);
|
||||||
queuepoly(VHEAD, shWitchHair, darkena(col, 1, cc));
|
queuepoly(VHEAD1, shWitchHair, darkena(col, 1, cc));
|
||||||
if(m == moWitchFire) col = firecolor(200);
|
if(m == moWitchFire) col = firecolor(200);
|
||||||
queuepoly(VHEAD, shPFace, darkena(col, 0, cc));
|
queuepoly(VHEAD, shPFace, darkena(col, 0, cc));
|
||||||
if(m == moWitchFire) col = firecolor(300);
|
if(m == moWitchFire) col = firecolor(300);
|
||||||
|
Loading…
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Reference in New Issue
Block a user