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- Duke: Move displaydevastator_ww()
lambda to new weapon offsets.
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commit
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1 changed files with 18 additions and 22 deletions
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@ -753,6 +753,9 @@ void displayweapon_d(int snum, double interpfrac)
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auto displaydevastator_ww = [&]
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{
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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if (*kb)
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{
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if (*kb < aplWeaponTotalTime(p->curr_weapon, snum))
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@ -760,44 +763,37 @@ void displayweapon_d(int snum, double interpfrac)
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i = Sgn(*kb >> 2);
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if (p->ammo_amount[p->curr_weapon] & 1)
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{
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hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, shade, o | 4, pal);
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hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
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hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle);
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hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR + i, -32, o, pal, angle);
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}
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else
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{
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hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
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hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, shade, o, pal);
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hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR + i, -32, o | 4, pal, angle);
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hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle);
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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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// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, shade, o, pal);
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hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, shade, o | 4, pal);
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offsets.Y += 10 * (kickback_pic - aplWeaponTotalTime(p->curr_weapon, snum)); //D
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// offsets.X += 80 * (*kb - aplWeaponTotalTime[cw][snum]);
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hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle);
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hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle);
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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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// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, shade, o, pal);
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hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, shade, o | 4, pal);
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offsets.Y += 10 * (aplWeaponReload(p->curr_weapon, snum) - kickback_pic); //U
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// offsets.X += 80 * (*kb - aplWeaponTotalTime[cw][snum]);
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hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle);
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hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle);
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}
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}
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else
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{
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hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, shade, o, pal);
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hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, shade, o | 4, pal);
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hud_drawpal(268 + offsets.X, 238 + offsets.Y, DEVISTATOR, shade, o, pal, angle);
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hud_drawpal(30 + offsets.X, 240 + offsets.Y, DEVISTATOR, shade, o | 4, pal, angle);
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}
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};
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