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- Make legacy weapon drawers in PlayerAngles local to Redneck code, they will eventually go.
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318ff64f36
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5 changed files with 22 additions and 25 deletions
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@ -111,10 +111,6 @@ struct PlayerAngles
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}
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}
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// Miscellaneous helpers.
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double angLOOKANGHALF(double const interpfrac) { return angLERPLOOKANG(interpfrac).Normalized180().Degrees() * (128. / 45.); }
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double angLOOKINGARC(double const interpfrac) { return fabs(angLERPLOOKANG(interpfrac).Normalized180().Degrees() * (1024. / 1620.)); }
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// Legacy, to be removed.
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DAngle horizSUM(const double interpfrac = 1) { return ZzHORIZON() + interpolatedvalue(PrevViewAngles.Pitch, ViewAngles.Pitch, interpfrac); }
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@ -133,8 +133,10 @@ void displayweapon_r(int snum, double interpfrac)
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TiltStatus = p->TiltStatus;
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}
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look_anghalf = p->Angles.angLOOKANGHALF(interpfrac);
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looking_arc = p->Angles.angLOOKINGARC(interpfrac);
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auto playerLook = interpolatedvalue(p->Angles.PrevViewAngles.Yaw, p->Angles.ViewAngles.Yaw, interpfrac);
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look_anghalf = playerLook.Normalized180().Degrees() * (128. / 45.);
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looking_arc = fabs(playerLook.Normalized180().Degrees() * (1024. / 1620.));
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hard_landing *= 8.;
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gun_pos -= fabs(p->GetActor()->spr.scale.X < 0.125 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16);
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@ -1000,13 +1000,12 @@ void DrawWeapons(double interpfrac)
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nShade = PlayerList[nLocalPlayer].pActor->spr.shade;
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}
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double const look_anghalf = PlayerList[nLocalPlayer].Angles.angLOOKANGHALF(interpfrac);
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double const looking_arc = PlayerList[nLocalPlayer].Angles.angLOOKINGARC(interpfrac);
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const auto weaponOffsets = PlayerList[nLocalPlayer].Angles.getWeaponOffsets(interpfrac);
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const auto angle = -weaponOffsets.second;
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xOffset += weaponOffsets.first.X;
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yOffset += weaponOffsets.first.Y;
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xOffset -= look_anghalf;
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yOffset += looking_arc;
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seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal, screenalign);
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seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal, angle, screenalign);
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if (nWeapon != kWeaponM60)
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return;
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@ -1042,7 +1041,7 @@ void DrawWeapons(double interpfrac)
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nSeqOffset = var_30 + 4;
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}
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seq_DrawGunSequence(nSeqOffset, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(nSeqOffset, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal, angle);
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return;
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}
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case 1:
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@ -1055,25 +1054,25 @@ void DrawWeapons(double interpfrac)
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return;
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}
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seq_DrawGunSequence(var_30 + 8, edx, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(var_30 + 8, edx, xOffset, yOffset, nShade, nPal, angle);
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if (nClip <= 3) {
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return;
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}
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seq_DrawGunSequence(var_30 + 9, edx, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(var_30 + 9, edx, xOffset, yOffset, nShade, nPal, angle);
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if (nClip <= 6) {
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return;
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}
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seq_DrawGunSequence(var_30 + 10, edx, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(var_30 + 10, edx, xOffset, yOffset, nShade, nPal, angle);
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if (nClip <= 25) {
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return;
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}
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seq_DrawGunSequence(var_30 + 11, edx, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(var_30 + 11, edx, xOffset, yOffset, nShade, nPal, angle);
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return;
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}
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case 2:
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@ -1086,25 +1085,25 @@ void DrawWeapons(double interpfrac)
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return;
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}
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seq_DrawGunSequence(var_30 + 8, dx, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(var_30 + 8, dx, xOffset, yOffset, nShade, nPal, angle);
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if (nClip <= 3) {
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return;
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}
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seq_DrawGunSequence(var_30 + 9, dx, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(var_30 + 9, dx, xOffset, yOffset, nShade, nPal, angle);
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if (nClip <= 6) {
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return;
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}
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seq_DrawGunSequence(var_30 + 10, dx, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(var_30 + 10, dx, xOffset, yOffset, nShade, nPal, angle);
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if (nClip <= 25) {
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return;
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}
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seq_DrawGunSequence(var_30 + 11, dx, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(var_30 + 11, dx, xOffset, yOffset, nShade, nPal, angle);
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return;
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}
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@ -1141,7 +1140,7 @@ void DrawWeapons(double interpfrac)
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nSeqOffset = var_30 + 17;
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}
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seq_DrawGunSequence(nSeqOffset, ax, xOffset, yOffset, nShade, nPal);
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seq_DrawGunSequence(nSeqOffset, ax, xOffset, yOffset, nShade, nPal, angle);
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return;
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}
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}
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@ -426,7 +426,7 @@ void seq_DrawPilotLightSeq(double xOffset, double yOffset)
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//
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//---------------------------------------------------------------------------
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int seq_DrawGunSequence(int nSeqOffset, int16_t dx, double xOffs, double yOffs, int nShade, int nPal, bool align)
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int seq_DrawGunSequence(int nSeqOffset, int16_t dx, double xOffs, double yOffs, int nShade, int nPal, DAngle angle, bool align)
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{
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int nFrame = SeqBase[nSeqOffset] + dx;
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int nFrameBase = FrameBase[nFrame];
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@ -461,7 +461,7 @@ int seq_DrawGunSequence(int nSeqOffset, int16_t dx, double xOffs, double yOffs,
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alpha = 0.3;
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}
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hud_drawsprite(x + xOffs, y + yOffs, 65536, 0, nTile, nShade, nPal, stat, alpha);
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hud_drawsprite(x + xOffs, y + yOffs, 65536, angle.Buildfang(), nTile, nShade, nPal, stat, alpha);
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nFrameBase++;
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}
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@ -137,7 +137,7 @@ int seq_GetSeqPicnum2(int16_t nSeq, int16_t nFrame);
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int seq_GetSeqPicnum(int16_t nSeq, int16_t edx, int16_t ebx);
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void seq_DrawStatusSequence(int16_t nSequence, uint16_t edx, int16_t ebx);
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int seq_DrawGunSequence(int nSeqOffset, int16_t dx, double xOffs, double yOffs, int nShade, int nPal, bool align = false);
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int seq_DrawGunSequence(int nSeqOffset, int16_t dx, double xOffs, double yOffs, int nShade, int nPal, DAngle angle, bool align = false);
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int16_t seq_GetFrameFlag(int16_t val, int16_t nFrame);
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int seq_PlotSequence(int nSprite, int16_t edx, int16_t nFrame, int16_t ecx);
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int seq_PlotArrowSequence(int nSprite, int16_t nSeq, int nVal);
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