Player.Face and SBARINFO

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Matt
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Player.Face and SBARINFO

Post by Matt »

in the wiki someone wrote:When deciding which face to use, the engine checks for STF**** (DOOM games only), the SBARINFO face, the current player class face, the face of the currently loaded skin and finally the morphed animal player class face; whichever it finds last "wins".
When I try to define a playerpawn with no Player.Face defined, STF**** always overrides whatever I've got in SBARINFO. The only way around this is to define Player.Face as "", which gives an ugly yellow warning on startup.

What's going on? Is this an error in the wiki? I suspect I'm doing something wrong but if not I will file a bug report.
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Re: Player.Face and SBARINFO

Post by Blzut3 »

The ability to specify the default prefix in SBARINFO got deprecated a long time ago, pretty much for the reason that it was starting to become a bit complex on what prefix should be used.
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Re: Player.Face and SBARINFO

Post by Matt »

Including the ability to specify any custom mugshot?

Is there any way left to show a mugshot that is not the one set by player.face?
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Re: Player.Face and SBARINFO

Post by Blzut3 »

Skins, but I assume that's not the answer you were looking for.

I suppose the ability to override is a reasonable request, but it would require a flag.
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Re: Player.Face and SBARINFO

Post by Lord Misfit »

I wish I had caught this topic sooner, but I had a similar issue here where the DrawMugShot string isn't useful anymore. I was hoping to use it to display a TEXTURES-upscaled version of the Player.face mugshot in a full-screen statusbar/hud because they usually look TINY there compared to in the traditional statusbar, but there's no X/Y scaling option for MugShots [I would assume it's doable since Mugshots are just a series of images, and there's already DrawImage having scale options, right? :o]

However, I recently had an idea that might legitimately require me to ask about figuring out a way to override Player.face [w/o skins], where a character could 'transform' into a different state where their appearance changes enough that it would need to be reflected in the mugshot with a completely new MugShot string/reference. Not sure if I'll be able to get or modify the sprites I need for this kind of thing right now, but I figure I'd risk getting grumbled at for a possible necro of this topic to mention this. :o
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