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3455610031
Avoid passing this anywhere in the client code. It should only be set right before rendering the 3D view and the only code using the base palette should be the 3D renderer and hud_drawsprite. Also make the palette override CVARs 3D view only in debug mode.
93 lines
2.4 KiB
C++
93 lines
2.4 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h" // Must come before everything else!
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#include "build.h"
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#include "compat.h"
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#include "common_game.h"
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#include "blood.h"
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#include "choke.h"
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#include "globals.h"
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#include "levels.h"
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#include "player.h"
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#include "qav.h"
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BEGIN_BLD_NS
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void CChoke::sub_83ff0(int a1, void(*a2)(PLAYER*))
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{
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at0 = NULL;
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at1c = a2;
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if (!at8 && a1 != -1)
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{
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at8 = getQAV(a1);
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if (!at8)
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ThrowError("Could not load QAV %d\n", a1);
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at8->nSprite = -1;
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at8->x = at14;
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at8->y = at18;
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at8->Preload();
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sub_84218();
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}
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}
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void CChoke::sub_84110(int x, int y)
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{
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if (!at8)
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return;
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ClockTicks v4 = gFrameClock;
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gFrameClock = totalclock;
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at8->x = x;
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at8->y = y;
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int vd = (int)totalclock-at10;
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at10 = (int)totalclock;
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atc -= vd;
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if (atc <= 0 || atc > at8->at10)
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atc = at8->at10;
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int vdi = at8->at10-atc;
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at8->Play(vdi-vd, vdi, -1, NULL);
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// This originally overlaid the HUD but that simply doesn't work right with the HUD being a genuine overlay.
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// It also never adjusted for a reduced 3D view
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at8->Draw(vdi, 10, 0, 0, true);
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gFrameClock = v4;
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}
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void CChoke::sub_84218()
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{
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atc = at8->at10;
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at10 = (int)totalclock;
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}
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void sub_84230(PLAYER *pPlayer)
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{
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int t = gGameOptions.nDifficulty+2;
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if (pPlayer->handTime < 64)
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pPlayer->handTime = ClipHigh(pPlayer->handTime+t, 64);
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if (pPlayer->handTime > (7-gGameOptions.nDifficulty)*5)
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pPlayer->blindEffect = ClipHigh(pPlayer->blindEffect+t*4, 128);
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}
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CChoke gChoke;
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END_BLD_NS
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