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https://github.com/yquake2/rogue.git
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Cheat cvar "g_swap_speed" implemented
Allows to skip frames of "putting down weapon" and "raising weapon" animations, speeding them up.
This commit is contained in:
parent
0742bc24d7
commit
15c531c300
4 changed files with 47 additions and 26 deletions
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@ -76,6 +76,7 @@ cvar_t *g_disruptor;
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cvar_t *aimfix;
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cvar_t *g_machinegun_norecoil;
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cvar_t *g_swap_speed;
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void SpawnEntities(char *mapname, char *entities, char *spawnpoint);
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void ClientThink(edict_t *ent, usercmd_t *cmd);
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@ -635,6 +635,7 @@ extern cvar_t *g_disruptor;
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extern cvar_t *aimfix;
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extern cvar_t *g_machinegun_norecoil;
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extern cvar_t *g_swap_speed;
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/* this is for the count of monsters */
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#define ENT_SLOTS_LEFT \
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@ -584,6 +584,31 @@ Think_Weapon(edict_t *ent)
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}
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}
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/*
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* Client (player) animation for changing weapon
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*/
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static void
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Change_Weap_Animation(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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ent->client->anim_priority = ANIM_REVERSE;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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ent->s.frame = FRAME_crpain4 + 1;
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ent->client->anim_end = FRAME_crpain1;
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}
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else
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{
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ent->s.frame = FRAME_pain304 + 1;
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ent->client->anim_end = FRAME_pain301;
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}
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}
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/*
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* Make the weapon ready if there is ammo
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*/
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@ -666,6 +691,7 @@ Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int F
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int FRAME_DEACTIVATE_LAST, int *pause_frames, int *fire_frames, void (*fire)(edict_t *ent))
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{
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int n;
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const unsigned short int change_speed = (g_swap_speed->value > 0)?(unsigned short int)g_swap_speed->value:1;
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if (!ent || !fire)
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{
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@ -684,23 +710,22 @@ Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int F
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ChangeWeapon(ent);
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return;
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}
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else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
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else if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) >= (4 * change_speed) )
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{
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ent->client->anim_priority = ANIM_REVERSE;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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unsigned short int remainder = FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe;
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// "if (remainder == 4)" at change_speed == 1
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if ( ( remainder <= (4 * change_speed) )
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&& ( remainder > (3 * change_speed) ) )
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{
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ent->s.frame = FRAME_crpain4 + 1;
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ent->client->anim_end = FRAME_crpain1;
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}
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else
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{
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ent->s.frame = FRAME_pain304 + 1;
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ent->client->anim_end = FRAME_pain301;
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Change_Weap_Animation(ent);
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}
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}
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ent->client->ps.gunframe++;
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ent->client->ps.gunframe += change_speed;
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if (ent->client->ps.gunframe > FRAME_DEACTIVATE_LAST)
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{
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ent->client->ps.gunframe = FRAME_DEACTIVATE_LAST;
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}
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return;
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}
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@ -713,7 +738,11 @@ Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int F
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return;
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}
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ent->client->ps.gunframe++;
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ent->client->ps.gunframe += change_speed;
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if (ent->client->ps.gunframe > FRAME_ACTIVATE_LAST)
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{
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ent->client->ps.gunframe = FRAME_ACTIVATE_LAST;
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}
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return;
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}
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@ -722,20 +751,9 @@ Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST, int F
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ent->client->weaponstate = WEAPON_DROPPING;
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ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
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if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
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if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < (4 * change_speed) )
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{
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ent->client->anim_priority = ANIM_REVERSE;
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if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
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{
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ent->s.frame = FRAME_crpain4 + 1;
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ent->client->anim_end = FRAME_crpain1;
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}
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else
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{
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ent->s.frame = FRAME_pain304 + 1;
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ent->client->anim_end = FRAME_pain301;
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}
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Change_Weap_Animation(ent);
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}
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return;
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@ -260,6 +260,7 @@ InitGame(void)
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/* others */
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aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
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g_machinegun_norecoil = gi.cvar("g_machinegun_norecoil", "0", CVAR_ARCHIVE);
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g_swap_speed = gi.cvar("g_swap_speed", "1", 0);
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/* items */
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InitItems ();
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