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- Duke: Move displayrpg()
lambda to new weapon offsets.
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commit
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1 changed files with 9 additions and 16 deletions
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@ -360,42 +360,35 @@ void displayweapon_d(int snum, double interpfrac)
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auto displayrpg = [&]()
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{
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pin = ((gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) ? 0 : RS_ALIGN_R;
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auto rpgpic = RPGGUN;
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weapon_xoffset -= BobVal(768 + (kickback_pic * 128.)) * 8;
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gun_pos += BobVal(768 + (kickback_pic * 128.)) * 8;
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const auto xyoffset = BobVal(768 + (kickback_pic * 128.)) * 8;
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offsets.X = weapon_xoffset - xyoffset;
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offsets.Y *= 2.;
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offsets.Y -= gun_pos + xyoffset;
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if (*kb > 0)
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{
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if (*kb < (isWW2GI() ? aplWeaponTotalTime(RPG_WEAPON, snum) : 8))
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{
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hud_drawpal(weapon_xoffset + 164, (looking_arc * 2.) + 176 - gun_pos,
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RPGGUN + (*kb >> 1), shade, o | pin, pal);
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hud_drawpal(164 + offsets.X, 176 + offsets.Y, RPGGUN + (*kb >> 1), shade, o | pin, pal, angle);
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}
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else if (isWW2GI())
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{
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// else we are in 'reload time'
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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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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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// 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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offsets.Y += 10 * (aplWeaponReload(p->curr_weapon, snum) - kickback_pic); //U
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}
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}
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}
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hud_drawpal(weapon_xoffset + 164, (looking_arc * 2.) + 176 - gun_pos, rpgpic, shade, o | pin, pal);
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hud_drawpal(164 + offsets.X, 176 + offsets.Y, RPGGUN, shade, o | pin, pal, angle);
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};
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//---------------------------------------------------------------------------
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