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- Duke: Move displayshrinker_ww()
lambda to new weapon offsets.
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commit
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1 changed files with 15 additions and 44 deletions
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@ -874,31 +874,21 @@ void displayweapon_d(int snum, double interpfrac)
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auto displayshrinker_ww = [&]
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{
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weapon_xoffset += 28;
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looking_arc += 18;
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offsets.X += weapon_xoffset + 28;
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offsets.Y -= gun_pos - 18;
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if (*kb == 0)
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{
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// the 'at rest' display
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if (p->ammo_amount[cw] <= 0) //p->last_weapon >= 0)
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{
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hud_drawpal(weapon_xoffset + 184 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
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o, 0);
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hud_drawpal(weapon_xoffset + 188 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER + 1, shade, o, pal);
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hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 3 + (*kb & 3), -32, o, 0, angle);
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hud_drawpal(188 + offsets.X, 240 + offsets.Y, SHRINKER + 1, shade, o, pal, angle);
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}
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else
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{
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hud_drawpal(weapon_xoffset + 184 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER + 2,
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16 - int(BobVal(random_club_frame) * 16),
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o, 0);
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hud_drawpal(weapon_xoffset + 188 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER, shade, o, pal);
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hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 2, 16 - int(BobVal(random_club_frame) * 16), o, 0, angle);
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hud_drawpal(188 + offsets.X, 240 + offsets.Y, SHRINKER, shade, o, pal, angle);
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}
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}
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else
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@ -906,53 +896,34 @@ void displayweapon_d(int snum, double interpfrac)
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// the 'active' display.
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if (p->GetActor()->spr.pal != 1)
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{
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weapon_xoffset += rand() & 3;
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gun_pos += (rand() & 3);
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offsets.X += rand() & 3;
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offsets.Y -= rand() & 3;
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}
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if (*kb < aplWeaponTotalTime(p->curr_weapon, snum))
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{
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if (*kb < aplWeaponFireDelay(p->curr_weapon, snum))
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if (!(*kb < aplWeaponFireDelay(p->curr_weapon, snum)))
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{
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// before fire time.
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// nothing to modify
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}
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else
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{
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// after fire time.
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// lower weapon to reload cartridge (not clip)
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gun_pos -= 10 * (aplWeaponTotalTime(p->curr_weapon, snum) - kickback_pic);
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offsets.Y += 10 * (aplWeaponTotalTime(p->curr_weapon, snum) - kickback_pic);
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}
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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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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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// up
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gun_pos -= 10 * (aplWeaponReload(p->curr_weapon, snum) - kickback_pic); //U
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offsets.Y += 10 * (aplWeaponReload(p->curr_weapon, snum) - kickback_pic); //U
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}
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// draw weapon
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{
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hud_drawpal(weapon_xoffset + 184 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
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o, 0);
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hud_drawpal(weapon_xoffset + 188 - look_anghalf,
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looking_arc + 240 - gun_pos, SHRINKER + 1, shade, o, pal);
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}
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hud_drawpal(184 + offsets.X, 240 + offsets.Y, SHRINKER + 3 + (*kb & 3), -32, o, 0, angle);
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hud_drawpal(188 + offsets.X, 240 + offsets.Y, SHRINKER + 1, shade, o, pal, angle);
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}
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};
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