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- Duke: Move displayshotgun_ww()
lambda to new weapon offsets.
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commit
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1 changed files with 13 additions and 21 deletions
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@ -398,46 +398,38 @@ void displayweapon_d(int snum, double interpfrac)
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auto displayshotgun_ww = [&]()
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{
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offsets.X += weapon_xoffset - 8;
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offsets.Y -= gun_pos;
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if (*kb > 0)
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{
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gun_pos -= BobVal(kickback_pic * 128.) * 4;
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}
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offsets.Y += BobVal(kickback_pic * 128.) * 4;
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if (*kb > 0 && p->GetActor()->spr.pal != 1)
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{
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weapon_xoffset += 1 - (rand() & 3);
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}
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offsets.X += 1 - (rand() & 3);
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weapon_xoffset -= 8;
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int pic = SHOTGUN;
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if (*kb == 0)
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{
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hud_drawpal(weapon_xoffset + 146 - look_anghalf, looking_arc + 202 - gun_pos, SHOTGUN, shade, o, pal);
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// Just fall through here.
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}
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else if (*kb <= aplWeaponTotalTime(SHOTGUN_WEAPON, snum))
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{
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hud_drawpal(weapon_xoffset + 146 - look_anghalf, looking_arc + 202 - gun_pos, SHOTGUN + 1, shade, o, pal);
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pic += 1;
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}
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// else we are in 'reload time'
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else if (*kb <
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(
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(aplWeaponReload(p->curr_weapon, snum) - aplWeaponTotalTime(p->curr_weapon, snum)) / 2
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+ aplWeaponTotalTime(p->curr_weapon, snum)
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)
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)
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else if (*kb < ((aplWeaponReload(p->curr_weapon, snum) - aplWeaponTotalTime(p->curr_weapon, snum)) / 2 + aplWeaponTotalTime(p->curr_weapon, snum)))
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{
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// down
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gun_pos -= 10 * (kickback_pic - aplWeaponTotalTime(p->curr_weapon, snum)); //D
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hud_drawpal(weapon_xoffset + 146 - look_anghalf, looking_arc + 202 - gun_pos, SHOTGUN, shade, o, pal);
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offsets.Y += 10 * (kickback_pic - aplWeaponTotalTime(p->curr_weapon, snum)); //D
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}
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else
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{
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// move back down
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// up and left
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gun_pos -= 10 * (aplWeaponReload(p->curr_weapon, snum) - kickback_pic); //U
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hud_drawpal(weapon_xoffset + 146 - look_anghalf, looking_arc + 202 - gun_pos, SHOTGUN, shade, o, pal);
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offsets.Y += 10 * (aplWeaponReload(p->curr_weapon, snum) - kickback_pic); //U
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}
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hud_drawpal(146 + offsets.X, 202 + offsets.Y, pic, shade, o, pal, angle);
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};
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//---------------------------------------------------------------------------
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