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fixed the ninja tip cut off and made its weapon and pickup sprite equal. Closes #127
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@ -305,7 +305,7 @@ container.sprites.Add(Sprite("weapon_hammer_body", set_game, 2,1,4,3))
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container.sprites.Add(Sprite("weapon_hammer_cursor", set_game, 0,0,2,2))
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container.sprites.Add(Sprite("weapon_hammer_cursor", set_game, 0,0,2,2))
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container.sprites.Add(Sprite("weapon_hammer_proj", set_game, 0,0,0,0))
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container.sprites.Add(Sprite("weapon_hammer_proj", set_game, 0,0,0,0))
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container.sprites.Add(Sprite("weapon_ninja_body", set_game, 2,10,7,2))
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container.sprites.Add(Sprite("weapon_ninja_body", set_game, 2,10,8,2))
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container.sprites.Add(Sprite("weapon_ninja_cursor", set_game, 0,10,2,2))
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container.sprites.Add(Sprite("weapon_ninja_cursor", set_game, 0,10,2,2))
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container.sprites.Add(Sprite("weapon_ninja_proj", set_game, 0,0,0,0))
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container.sprites.Add(Sprite("weapon_ninja_proj", set_game, 0,0,0,0))
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@ -323,7 +323,7 @@ container.sprites.Add(Sprite("weapon_ninja_muzzle3", set_game, 25,8,7,4))
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container.sprites.Add(Sprite("pickup_health", set_game, 10,2,2,2))
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container.sprites.Add(Sprite("pickup_health", set_game, 10,2,2,2))
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container.sprites.Add(Sprite("pickup_armor", set_game, 12,2,2,2))
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container.sprites.Add(Sprite("pickup_armor", set_game, 12,2,2,2))
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container.sprites.Add(Sprite("pickup_weapon", set_game, 3,0,6,2))
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container.sprites.Add(Sprite("pickup_weapon", set_game, 3,0,6,2))
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container.sprites.Add(Sprite("pickup_ninja", set_game, 3,10,7,2))
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container.sprites.Add(Sprite("pickup_ninja", set_game, 2,10,8,2))
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container.sprites.Add(Sprite("flag_blue", set_game, 12,8,4,8))
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container.sprites.Add(Sprite("flag_blue", set_game, 12,8,4,8))
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container.sprites.Add(Sprite("flag_red", set_game, 16,8,4,8))
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container.sprites.Add(Sprite("flag_red", set_game, 16,8,4,8))
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@ -104,7 +104,7 @@ void CItems::RenderPickup(const CNetObj_Pickup *pPrev, const CNetObj_Pickup *pCu
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{
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{
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m_pClient->m_pEffects->PowerupShine(Pos, vec2(96,18));
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m_pClient->m_pEffects->PowerupShine(Pos, vec2(96,18));
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Size *= 2.0f;
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Size *= 2.0f;
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Pos.x += 10.0f;
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Pos.x -= 10.0f;
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}
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}
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}
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}
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