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- Duke: Move displayhandbomb()
lambda to new weapon offsets.
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1 changed files with 19 additions and 19 deletions
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@ -687,50 +687,50 @@ void displayweapon_d(int snum, double interpfrac)
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auto displayhandbomb = [&]()
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{
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int pic = HANDTHROW;
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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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static const uint8_t throw_frames[]
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= { 0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2 };
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static constexpr uint8_t throw_frames[] = { 0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2 };
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if (isWW2GI())
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{
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if (*kb <= aplWeaponFireDelay(HANDBOMB_WEAPON, snum))
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{
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// it holds here
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gun_pos -= 5 * kickback_pic; //D
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offsets.Y += 5 * kickback_pic; //D
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}
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else if (*kb <
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(
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(aplWeaponTotalTime(HANDBOMB_WEAPON, snum) - aplWeaponFireDelay(HANDBOMB_WEAPON, snum)) / 2
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+ aplWeaponFireDelay(HANDBOMB_WEAPON, snum)
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)
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)
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else if (*kb < ((aplWeaponTotalTime(HANDBOMB_WEAPON, snum) - aplWeaponFireDelay(HANDBOMB_WEAPON, snum)) / 2 + aplWeaponFireDelay(HANDBOMB_WEAPON, snum)))
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{
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// up and left
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gun_pos += 10 * (kickback_pic - aplWeaponFireDelay(HANDBOMB_WEAPON, snum)); //U
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weapon_xoffset += 80 * (kickback_pic - aplWeaponFireDelay(HANDBOMB_WEAPON, snum));
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offsets.Y -= 10 * (kickback_pic - aplWeaponFireDelay(HANDBOMB_WEAPON, snum)); //U
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offsets.X += 80 * (kickback_pic - aplWeaponFireDelay(HANDBOMB_WEAPON, snum));
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}
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else if (*kb < aplWeaponTotalTime(HANDBOMB_WEAPON, snum))
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{
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gun_pos += 240; // start high
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gun_pos -= 12 * (kickback_pic - aplWeaponFireDelay(HANDBOMB_WEAPON, snum)); //D
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// move left
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offsets.Y -= 240; // start high
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offsets.Y += 12 * (kickback_pic - aplWeaponFireDelay(HANDBOMB_WEAPON, snum)); //D
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weapon_xoffset += 90 - (5 * (aplWeaponTotalTime(HANDBOMB_WEAPON, snum) - kickback_pic));
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}
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}
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else
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{
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if (*kb < 7)
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gun_pos -= 10 * kickback_pic; //D
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offsets.Y += 10 * kickback_pic; //D
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else if (*kb < 12)
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gun_pos += 20 * (kickback_pic - 10); //U
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offsets.Y -= 20 * (kickback_pic - 10); //U
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else if (*kb < 20)
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gun_pos -= 9 * (kickback_pic - 14); //D
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offsets.Y += 9 * (kickback_pic - 14); //D
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}
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hud_drawpal(weapon_xoffset + 190 - look_anghalf, looking_arc + 250 - gun_pos, HANDTHROW + throw_frames[*kb], shade, o, pal);
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pic += throw_frames[*kb];
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offsets.Y -= 10;
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}
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else
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hud_drawpal(weapon_xoffset + 190 - look_anghalf, looking_arc + 260 - gun_pos, HANDTHROW, shade, o, pal);
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hud_drawpal(190 + offsets.X, 260 + offsets.Y, pic, shade, o, pal, angle);
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};
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//---------------------------------------------------------------------------
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