- Duke: Move displaychaingun_ww() lambda to new weapon offsets.

This commit is contained in:
Mitchell Richters 2022-10-14 09:17:21 +11:00 committed by Christoph Oelckers
parent 35a26a1cb5
commit c7274ff5fb

View file

@ -510,93 +510,68 @@ void displayweapon_d(int snum, double interpfrac)
auto displaychaingun_ww = [&]()
{
if (*kb > 0)
gun_pos -= BobVal(kickback_pic * 128.) * 4;
offsets.X += weapon_xoffset;
offsets.Y -= gun_pos;
if (*kb > 0 && p->GetActor()->spr.pal != 1) weapon_xoffset += 1 - (rand() & 3);
if (*kb > 0)
offsets.Y += BobVal(kickback_pic * 128.) * 4;
if (*kb > 0 && p->GetActor()->spr.pal != 1)
offsets.X += 1 - (rand() & 3);
if (*kb == 0)
{
// hud_drawpal(weapon_xoffset+168-look_anghalf,looking_arc+260-gun_pos,
// CHAINGUN,gs,o,pal);
hud_drawpal(weapon_xoffset + 178 - look_anghalf, looking_arc + 233 - gun_pos, CHAINGUN + 1, shade, o, pal);
hud_drawpal(178 + offsets.X, 233 + offsets.Y, CHAINGUN + 1, shade, o, pal, angle);
}
else if (*kb <= aplWeaponTotalTime(CHAINGUN_WEAPON, snum))
{
hud_drawpal(weapon_xoffset + 188 - look_anghalf, looking_arc + 243 - gun_pos, CHAINGUN + 2, shade, o, pal);
hud_drawpal(188 + offsets.X, 243 + offsets.Y, CHAINGUN + 2, shade, o, pal, angle);
}
// else we are in 'reload time'
// divide reload time into fifths.
else
{
// else we are in 'reload time', divide reload time into fifths.
// 1) move weapon up/right, hand on clip (2519)
// 2) move weapon up/right, hand removing clip (2518)
// 3) hold weapon up/right, hand removed clip (2517)
// 4) hold weapon up/right, hand inserting clip (2518)
// 5) move weapon down/left, clip inserted (2519)
else
{
int iFifths = (aplWeaponReload(p->curr_weapon, snum) - aplWeaponTotalTime(p->curr_weapon, snum)) / 5;
if (iFifths < 1)
{
iFifths = 1;
}
if (*kb <
(iFifths
+ aplWeaponTotalTime(p->curr_weapon, snum)
)
)
double adj;
int pic;
const int iFifths = max((aplWeaponReload(p->curr_weapon, snum) - aplWeaponTotalTime(p->curr_weapon, snum)) / 5, 1);
if (*kb < (iFifths + aplWeaponTotalTime(p->curr_weapon, snum)))
{
// first segment
//
gun_pos += 80 - (10 * (aplWeaponTotalTime(p->curr_weapon, snum) + iFifths - kickback_pic));
weapon_xoffset += 80 - (10 * (aplWeaponTotalTime(p->curr_weapon, snum) + iFifths - kickback_pic));
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos, 2519, shade, o, pal);
pic = 2519;
adj = 80 - (10 * (aplWeaponTotalTime(p->curr_weapon, snum) + iFifths - kickback_pic));
}
else if (*kb <
(iFifths * 2
+ aplWeaponTotalTime(p->curr_weapon, snum)
)
)
else if (*kb < (iFifths * 2 + aplWeaponTotalTime(p->curr_weapon, snum)))
{
// second segment
// down
gun_pos += 80; //5*(iFifthsp->kickback_pic-aplWeaponTotalTime(p->curr_weapon, snum)); //D
weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime(p->curr_weapon, snum));
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos, 2518, shade, o, pal);
// second segment (down)
pic = 2518;
adj = 80;
}
else if (*kb <
(iFifths * 3
+ aplWeaponTotalTime(p->curr_weapon, snum)
)
)
else if (*kb < (iFifths * 3 + aplWeaponTotalTime(p->curr_weapon, snum)))
{
// third segment
// up
gun_pos += 80;//5*(iFifths*2);
weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime(p->curr_weapon, snum));
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos, 2517, shade, o, pal);
// third segment (up)
pic = 2517;
adj = 80;
}
else if (*kb <
(iFifths * 4
+ aplWeaponTotalTime(p->curr_weapon, snum)
)
)
else if (*kb < (iFifths * 4 + aplWeaponTotalTime(p->curr_weapon, snum)))
{
// fourth segment
// down
gun_pos += 80; //5*(aplWeaponTotalTime(p->curr_weapon, snum)- p->kickback_pic); //D
weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime(p->curr_weapon, snum));
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos, 2518, shade, o, pal);
// fourth segment (down)
pic = 2518;
adj = 80;
}
else
{
// move back down
// up and left
gun_pos += 10 * (aplWeaponReload(p->curr_weapon, snum) - kickback_pic);
weapon_xoffset += 10 * (aplWeaponReload(p->curr_weapon, snum) - kickback_pic);
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos, 2519, shade, o, pal);
pic = 2519;
adj = 10 * (aplWeaponReload(p->curr_weapon, snum) - kickback_pic);
}
hud_drawpal(168 + offsets.X + adj, 260 + offsets.Y - adj, pic, shade, o, pal, angle);
}
};