fp: Add attack icon for merchant

This commit is contained in:
doyle 2023-10-18 23:37:28 +11:00
parent 270e57acfc
commit 5faf5948bf
6 changed files with 11 additions and 7 deletions

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Data/Textures/atlas.png (Stored with Git LFS)

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Data/Textures/atlas.txt (Stored with Git LFS)

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Data/Textures/atlas/icon_attack.png (Stored with Git LFS) Normal file

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Data/Textures/sprite_spec.txt (Stored with Git LFS)

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@ -2728,7 +2728,7 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
FP_GameAudio audio_type; FP_GameAudio audio_type;
bool *sound_played; bool *sound_played;
} merchants[] = { } merchants[] = {
{play->merchant_terry, &play->merchant_terry_menu_pos, g_anim_names.icon_stamina, g_anim_names.merchant_terry_menu, g_anim_names.club_terry_dark, Dqn_V2_InitNx2(0.015f, +0.04f), &invent->clubs, &invent->clubs_base_price, &invent->health_base_price, FP_GameAudio_MerchantTerry, &sound_played_flags[0]}, {play->merchant_terry, &play->merchant_terry_menu_pos, g_anim_names.icon_attack, g_anim_names.merchant_terry_menu, g_anim_names.club_terry_dark, Dqn_V2_InitNx2(0.015f, +0.04f), &invent->clubs, &invent->clubs_base_price, &invent->health_base_price, FP_GameAudio_MerchantTerry, &sound_played_flags[0]},
{play->merchant_graveyard, &play->merchant_graveyard_menu_pos, g_anim_names.icon_stamina, g_anim_names.merchant_graveyard_menu, g_anim_names.church_terry_dark, Dqn_V2_InitNx2(0.04f, -0.15f), &invent->churchs, &invent->churchs_base_price, &invent->stamina_base_price, FP_GameAudio_MerchantGhost, &sound_played_flags[1]}, {play->merchant_graveyard, &play->merchant_graveyard_menu_pos, g_anim_names.icon_stamina, g_anim_names.merchant_graveyard_menu, g_anim_names.church_terry_dark, Dqn_V2_InitNx2(0.04f, -0.15f), &invent->churchs, &invent->churchs_base_price, &invent->stamina_base_price, FP_GameAudio_MerchantGhost, &sound_played_flags[1]},
{play->merchant_gym, &play->merchant_gym_menu_pos, g_anim_names.icon_health, g_anim_names.merchant_gym_menu, g_anim_names.kennel_terry, Dqn_V2_InitNx2(0, +0), &invent->kennels, &invent->kennels_base_price, &invent->attack_base_price, FP_GameAudio_MerchantGym, &sound_played_flags[2]}, {play->merchant_gym, &play->merchant_gym_menu_pos, g_anim_names.icon_health, g_anim_names.merchant_gym_menu, g_anim_names.kennel_terry, Dqn_V2_InitNx2(0, +0), &invent->kennels, &invent->kennels_base_price, &invent->attack_base_price, FP_GameAudio_MerchantGym, &sound_played_flags[2]},
{play->merchant_phone_company, &play->merchant_phone_company_menu_pos, g_anim_names.icon_phone, g_anim_names.merchant_phone_company_menu, g_anim_names.airport_terry, Dqn_V2_InitNx2(0, -0.1f), &invent->airports, &invent->airports_base_price, &invent->mobile_plan_base_price, FP_GameAudio_MerchantPhone, &sound_played_flags[3]}, {play->merchant_phone_company, &play->merchant_phone_company_menu_pos, g_anim_names.icon_phone, g_anim_names.merchant_phone_company_menu, g_anim_names.airport_terry, Dqn_V2_InitNx2(0, -0.1f), &invent->airports, &invent->airports_base_price, &invent->mobile_plan_base_price, FP_GameAudio_MerchantPhone, &sound_played_flags[3]},

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@ -52,6 +52,7 @@ struct FP_GlobalAnimations
Dqn_String8 heart = DQN_STRING8("heart"); Dqn_String8 heart = DQN_STRING8("heart");
Dqn_String8 heart_bleed = DQN_STRING8("heart_bleed"); Dqn_String8 heart_bleed = DQN_STRING8("heart_bleed");
Dqn_String8 icon_attack = DQN_STRING8("icon_attack");
Dqn_String8 icon_health = DQN_STRING8("icon_health"); Dqn_String8 icon_health = DQN_STRING8("icon_health");
Dqn_String8 icon_money = DQN_STRING8("icon_money"); Dqn_String8 icon_money = DQN_STRING8("icon_money");
Dqn_String8 icon_phone = DQN_STRING8("icon_phone"); Dqn_String8 icon_phone = DQN_STRING8("icon_phone");