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- Added A_WeaponOffset(x = 0, y = 32, flags).
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing. - WOF_KEEPX: Don't change the X offset. - WOF_KEEPY: Don't change the Y offset. - WOF_ADD: Add onto instead of replacing the coordinates.
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3 changed files with 66 additions and 0 deletions
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@ -783,6 +783,63 @@ DEFINE_ACTION_FUNCTION(AInventory, A_CheckReload)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_WeaponOffset
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//
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//---------------------------------------------------------------------------
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enum WOFFlags
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{
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WOF_KEEPX = 1,
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WOF_KEEPY = 1 << 1,
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WOF_ADD = 1 << 2,
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};
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DEFINE_ACTION_FUNCTION(AInventory, A_WeaponOffset)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_FLOAT_OPT(wx) { wx = 0.; }
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PARAM_FLOAT_OPT(wy) { wy = 32.; }
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PARAM_INT_OPT(flags) { flags = 0; }
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if ((flags & WOF_KEEPX) && (flags & WOF_KEEPY))
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{
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return 0;
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}
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player_t *player = self->player;
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pspdef_t *psp;
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if (player && (player->playerstate != PST_DEAD))
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{
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psp = &player->psprites[ps_weapon];
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if (!(flags & WOF_KEEPX))
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{
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if (flags & WOF_ADD)
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{
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psp->sx += wx;
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}
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else
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{
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psp->sx = wx;
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}
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}
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if (!(flags & WOF_KEEPY))
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{
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if (flags & WOF_ADD)
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{
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psp->sy += wy;
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}
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else
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{
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psp->sy = wy;
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}
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}
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_Lower
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@ -561,3 +561,11 @@ enum
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GZF_NOPORTALS = 1 << 4, // Don't pass through any portals.
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GZF_NO3DFLOOR = 1 << 5, // Pass all 3D floors.
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};
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// Flags for A_WeaponOffset
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enum
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{
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WOF_KEEPX = 1,
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WOF_KEEPY = 1 << 1,
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WOF_ADD = 1 << 2,
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};
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@ -48,6 +48,7 @@ ACTOR Inventory native
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action native A_RestoreSpecialDoomThing();
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action native A_RestoreSpecialThing1();
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action native A_RestoreSpecialThing2();
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action native A_WeaponOFfset(float wx = 0, float wy = 32, int flags = 0);
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States
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{
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