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Fixed a couple of bugs and made the show opponent weapon option a bit less hard coded for modders
git-svn-id: https://svn.eduke32.com/eduke32@72 1a8010ca-5511-0410-912e-c29ae57300e0
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a1f78582ea
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2 changed files with 3 additions and 16 deletions
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@ -5761,25 +5761,12 @@ void animatesprites(long x,long y,short a,long smoothratio)
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tsprite[spritesortcnt].shade = ud.brightskins?-32:t->shade;
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tsprite[spritesortcnt].cstat = 0;
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switch(ps[p].curr_weapon)
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{
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case PISTOL_WEAPON: tsprite[spritesortcnt].picnum = FIRSTGUNSPRITE; break;
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case SHOTGUN_WEAPON: tsprite[spritesortcnt].picnum = SHOTGUNSPRITE; break;
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case CHAINGUN_WEAPON: tsprite[spritesortcnt].picnum = CHAINGUNSPRITE; break;
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case RPG_WEAPON: tsprite[spritesortcnt].picnum = RPGSPRITE; break;
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case HANDREMOTE_WEAPON:
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case HANDBOMB_WEAPON: tsprite[spritesortcnt].picnum = HEAVYHBOMB; break;
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case TRIPBOMB_WEAPON: tsprite[spritesortcnt].picnum = TRIPBOMBSPRITE; break;
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case GROW_WEAPON: tsprite[spritesortcnt].picnum = GROWSPRITEICON; break;
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case SHRINKER_WEAPON: tsprite[spritesortcnt].picnum = SHRINKERSPRITE; break;
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case FREEZE_WEAPON: tsprite[spritesortcnt].picnum = FREEZESPRITE; break;
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case DEVISTATOR_WEAPON: tsprite[spritesortcnt].picnum = DEVISTATORSPRITE; break;
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}
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tsprite[spritesortcnt].picnum = (ps[p].curr_weapon==GROW_WEAPON?GROWSPRITEICON:weapon_sprites[ps[p].curr_weapon]);
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if(s->owner >= 0)
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tsprite[spritesortcnt].z = ps[p].posz-(12<<8);
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else tsprite[spritesortcnt].z = s->z-(51<<8);
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if(ps[p].curr_weapon == HANDBOMB_WEAPON)
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if(tsprite[spritesortcnt].picnum == HEAVYHBOMB)
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{
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tsprite[spritesortcnt].xrepeat = 10;
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tsprite[spritesortcnt].yrepeat = 10;
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@ -2101,7 +2101,7 @@ void myospalw(long x, long y, short tilenum, signed char shade, char orientation
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case HANDREMOTE_WEAPON:
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case HANDBOMB_WEAPON:
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case SHOTGUN_WEAPON:
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rotatesprite(160<<16,(180+(ps[screenpeek].weapon_pos*ps[screenpeek].weapon_pos))<<16,scale(65536,ud.statusbarscale,100),0,weapon_sprites[g_currentweapon],0,0,2,windowx1,windowy1,windowx2,windowy2);
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rotatesprite(160<<16,(180+(ps[screenpeek].weapon_pos*ps[screenpeek].weapon_pos))<<16,scale(65536,ud.statusbarscale,100),0,g_currentweapon==GROW_WEAPON?GROWSPRITEICON:weapon_sprites[g_currentweapon],0,0,2,windowx1,windowy1,windowx2,windowy2);
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break;
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}
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}
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