Merge pull request #1031 from protocultor/g_swap_speed

Cheat to speed up "weapon change" animations
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Yamagi 2023-07-01 16:21:42 +02:00 committed by GitHub
commit cb317f2cd3
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 49 additions and 28 deletions

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@ -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 2
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

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

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@ -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])

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@ -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)
{
@ -593,41 +619,36 @@ Weapon_Generic(edict_t *ent, int FRAME_ACTIVATE_LAST, int FRAME_FIRE_LAST,
if (ent->client->weaponstate == WEAPON_DROPPING)
{
if (ent->client->ps.gunframe == FRAME_DEACTIVATE_LAST)
if (ent->client->ps.gunframe >= FRAME_DEACTIVATE_LAST - change_speed + 1)
{
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;
return;
}
if (ent->client->weaponstate == WEAPON_ACTIVATING)
{
if (ent->client->ps.gunframe == FRAME_ACTIVATE_LAST)
if (ent->client->ps.gunframe >= FRAME_ACTIVATE_LAST - change_speed + 1)
{
ent->client->weaponstate = WEAPON_READY;
ent->client->ps.gunframe = FRAME_IDLE_FIRST;
return;
}
ent->client->ps.gunframe++;
ent->client->ps.gunframe += change_speed;
return;
}
@ -636,20 +657,9 @@ 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();