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:
Jaime Moreira 2023-06-28 15:28:40 -04:00
parent 0e92c704c9
commit c5e2d51fd7
6 changed files with 55 additions and 26 deletions

View file

@ -222,6 +222,13 @@ Set `0` by default.
single player, the same way as in multiplayer.
This cvar only works if the game.dll implements this behaviour.
* **g_swap_speed**: Sets the speed of the "changing weapon" animation.
Default is `1`. If set to `2`, it will be double the speed, `3` is
the triple... up until the max of `8`, since there are at least 4
frames of animation that will be played compulsorily, on every weapon.
Cheat-protected, has to be a positive integer. As with the last one,
will only work if the game.dll implements this behaviour.
* **g_disruptor (Ground Zero only)**: This boolean cvar controls the
availability of the Disruptor weapon to players. The Disruptor is
a weapon that was cut from Ground Zero during development but all

View file

@ -686,6 +686,7 @@ cheatvar_t cheatvars[] = {
{"cl_kickangles", "1"},
{"g_footsteps", "1"},
{"g_machinegun_norecoil", "0"},
{"g_swap_speed", "1"},
{NULL, NULL}
};

View file

@ -88,6 +88,7 @@ cvar_t *gib_on;
cvar_t *aimfix;
cvar_t *g_machinegun_norecoil;
cvar_t *g_swap_speed;
void G_RunFrame(void);

View file

@ -551,6 +551,7 @@ extern cvar_t *sv_maplist;
extern cvar_t *aimfix;
extern cvar_t *g_machinegun_norecoil;
extern cvar_t *g_swap_speed;
#define world (&g_edicts[0])

View file

@ -570,6 +570,31 @@ Drop_Weapon(edict_t *ent, gitem_t *item)
ent->client->pers.inventory[index]--;
}
/*
* Client (player) animation for changing weapon
*/
static void
Change_Weap_Animation(edict_t *ent)
{
if (!ent)
{
return;
}
ent->client->anim_priority = ANIM_REVERSE;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crpain4 + 1;
ent->client->anim_end = FRAME_crpain1;
}
else
{
ent->s.frame = FRAME_pain304 + 1;
ent->client->anim_end = FRAME_pain301;
}
}
/*
* A generic function to handle
* the basics of weapon thinking
@ -580,6 +605,7 @@ Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
int *fire_frames, void (*fire)(edict_t *ent))
{
int n;
const unsigned short int change_speed = (g_swap_speed->value > 0)?(unsigned short int)g_swap_speed->value:1;
if (!ent || !fire_frames || !fire)
{
@ -598,23 +624,22 @@ Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
ChangeWeapon(ent);
return;
}
else if ((FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe) == 4)
else if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) >= (4 * change_speed) )
{
ent->client->anim_priority = ANIM_REVERSE;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
unsigned short int remainder = FRAME_DEACTIVATE_LAST - ent->client->ps.gunframe;
// "if (remainder == 4)" at change_speed == 1
if ( ( remainder <= (4 * change_speed) )
&& ( remainder > (3 * change_speed) ) )
{
ent->s.frame = FRAME_crpain4 + 1;
ent->client->anim_end = FRAME_crpain1;
}
else
{
ent->s.frame = FRAME_pain304 + 1;
ent->client->anim_end = FRAME_pain301;
Change_Weap_Animation(ent);
}
}
ent->client->ps.gunframe++;
ent->client->ps.gunframe += change_speed;
if (ent->client->ps.gunframe > FRAME_DEACTIVATE_LAST)
{
ent->client->ps.gunframe = FRAME_DEACTIVATE_LAST;
}
return;
}
@ -627,7 +652,11 @@ Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
return;
}
ent->client->ps.gunframe++;
ent->client->ps.gunframe += change_speed;
if (ent->client->ps.gunframe > FRAME_ACTIVATE_LAST)
{
ent->client->ps.gunframe = FRAME_ACTIVATE_LAST;
}
return;
}
@ -636,20 +665,9 @@ Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
ent->client->weaponstate = WEAPON_DROPPING;
ent->client->ps.gunframe = FRAME_DEACTIVATE_FIRST;
if ((FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < 4)
if ( (FRAME_DEACTIVATE_LAST - FRAME_DEACTIVATE_FIRST) < (4 * change_speed) )
{
ent->client->anim_priority = ANIM_REVERSE;
if (ent->client->ps.pmove.pm_flags & PMF_DUCKED)
{
ent->s.frame = FRAME_crpain4 + 1;
ent->client->anim_end = FRAME_crpain1;
}
else
{
ent->s.frame = FRAME_pain304 + 1;
ent->client->anim_end = FRAME_pain301;
}
Change_Weap_Animation(ent);
}
return;

View file

@ -246,6 +246,7 @@ InitGame(void)
/* others */
aimfix = gi.cvar("aimfix", "0", CVAR_ARCHIVE);
g_machinegun_norecoil = gi.cvar("g_machinegun_norecoil", "0", CVAR_ARCHIVE);
g_swap_speed = gi.cvar("g_swap_speed", "1", 0);
/* items */
InitItems();