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https://github.com/ZDoom/gzdoom-gles.git
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- Added Xaser's weapon patch to check +reload and +zoom in A_WeaponReady.
SVN r3530 (trunk)
This commit is contained in:
parent
34820aacd2
commit
235a09d92a
8 changed files with 172 additions and 3 deletions
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@ -90,8 +90,8 @@ typedef enum
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BT_CROUCH = 1<<3,
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BT_TURN180 = 1<<4,
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BT_ALTATTACK = 1<<5, // Press your other "Fire".
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BT_RELOAD = 1<<6, // Not connected to anything at the moment.
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BT_ZOOM = 1<<7, // Neither is this.
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BT_RELOAD = 1<<6, // [XA] Reload key. Causes state jump in A_WeaponReady.
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BT_ZOOM = 1<<7, // [XA] Zoom key. Ditto.
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// The rest are all ignored by the play simulation and are for scripts.
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BT_SPEED = 1<<8,
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@ -205,6 +205,8 @@ typedef enum
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CF_WEAPONREADYALT = 1 << 25, // Weapon can fire its secondary attack
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CF_WEAPONSWITCHOK = 1 << 26, // It is okay to switch away from this weapon
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CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
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CF_WEAPONRELOADOK = 1 << 28, // [XA] Okay to reload this weapon.
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CF_WEAPONZOOMOK = 1 << 29, // [XA] Okay to use weapon zoom function.
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} cheat_t;
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#define WPIECE1 1
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@ -289,6 +289,8 @@ public:
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virtual FState *GetReadyState ();
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virtual FState *GetAtkState (bool hold);
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virtual FState *GetAltAtkState (bool hold);
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virtual FState *GetRelState ();
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virtual FState *GetZoomState ();
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virtual void PostMorphWeapon ();
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virtual void EndPowerup ();
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@ -653,6 +653,28 @@ FState *AWeapon::GetAltAtkState (bool hold)
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return state;
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}
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//===========================================================================
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//
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// AWeapon :: GetRelState
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//
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//===========================================================================
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FState *AWeapon::GetRelState ()
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{
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return FindState(NAME_Reload);
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}
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//===========================================================================
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//
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// AWeapon :: GetZoomState
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//
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//===========================================================================
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FState *AWeapon::GetZoomState ()
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{
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return FindState(NAME_Zoom);
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}
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/* Weapon giver ***********************************************************/
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class AWeaponGiver : public AWeapon
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@ -198,6 +198,8 @@ xx(AltFire)
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xx(AltHold)
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xx(Flash)
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xx(AltFlash)
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xx(Reload)
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xx(Zoom)
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// State names used by ASwitchableDecoration
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xx(Active)
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139
src/p_pspr.cpp
139
src/p_pspr.cpp
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@ -95,7 +95,7 @@ void P_SetPsprite (player_t *player, int position, FState *state, bool nofunctio
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if (position == ps_weapon && !nofunction)
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{ // A_WeaponReady will re-set these as needed
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player->cheats &= ~(CF_WEAPONREADY | CF_WEAPONREADYALT | CF_WEAPONBOBBING | CF_WEAPONSWITCHOK);
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player->cheats &= ~(CF_WEAPONREADY | CF_WEAPONREADYALT | CF_WEAPONBOBBING | CF_WEAPONSWITCHOK | CF_WEAPONRELOADOK | CF_WEAPONZOOMOK);
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}
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psp = &player->psprites[position];
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@ -282,6 +282,66 @@ void P_FireWeaponAlt (player_t *player, FState *state)
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_ReloadWeapon
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//
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//---------------------------------------------------------------------------
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void P_ReloadWeapon (player_t *player, FState *state)
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{
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AWeapon *weapon;
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if (!player->isbot && bot_observer)
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{
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return;
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}
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weapon = player->ReadyWeapon;
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if (weapon == NULL)
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{
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return;
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}
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if (state == NULL)
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{
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state = weapon->GetRelState();
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}
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// [XA] don't change state if still null, so if the modder sets
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// WRF_RELOAD to true but forgets to define the Reload state, the weapon
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// won't disappear. ;)
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if (state != NULL)
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P_SetPsprite (player, ps_weapon, state);
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_ZoomWeapon
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//
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//---------------------------------------------------------------------------
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void P_ZoomWeapon (player_t *player, FState *state)
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{
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AWeapon *weapon;
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if (!player->isbot && bot_observer)
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{
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return;
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}
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weapon = player->ReadyWeapon;
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if (weapon == NULL)
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{
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return;
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}
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if (state == NULL)
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{
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state = weapon->GetZoomState();
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}
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// [XA] don't change state if still null. Same reasons as above.
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if (state != NULL)
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P_SetPsprite (player, ps_weapon, state);
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_DropWeapon
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@ -368,6 +428,7 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
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//
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// Readies a weapon for firing or bobbing with its three ancillary functions,
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// DoReadyWeaponToSwitch(), DoReadyWeaponToFire() and DoReadyWeaponToBob().
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// [XA] Added DoReadyWeaponToReload() and DoReadyWeaponToZoom()
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//
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//============================================================================
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@ -421,12 +482,32 @@ void DoReadyWeaponToBob (AActor * self)
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}
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}
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void DoReadyWeaponToReload (AActor * self)
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{
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// Prepare for reload action.
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player_t *player;
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if (self && (player = self->player))
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player->cheats |= CF_WEAPONRELOADOK;
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return;
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}
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void DoReadyWeaponToZoom (AActor * self)
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{
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// Prepare for reload action.
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player_t *player;
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if (self && (player = self->player))
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player->cheats |= CF_WEAPONZOOMOK;
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return;
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}
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// This function replaces calls to A_WeaponReady in other codepointers.
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void DoReadyWeapon(AActor * self)
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{
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DoReadyWeaponToBob(self);
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DoReadyWeaponToFire(self);
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DoReadyWeaponToSwitch(self);
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DoReadyWeaponToReload(self);
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DoReadyWeaponToZoom(self);
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}
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enum EWRF_Options
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@ -436,6 +517,8 @@ enum EWRF_Options
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WRF_NoSwitch = 2,
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WRF_NoPrimary = 4,
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WRF_NoSecondary = 8,
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WRF_AllowReload = 16,
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WRF_AllowZoom = 32,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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@ -447,6 +530,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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if ((paramflags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self,
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(!(paramflags & WRF_NoPrimary)), (!(paramflags & WRF_NoSecondary)));
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if (!(paramflags & WRF_NoBob)) DoReadyWeaponToBob(self);
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if ((paramflags & WRF_AllowReload)) DoReadyWeaponToReload(self);
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if ((paramflags & WRF_AllowZoom)) DoReadyWeaponToZoom(self);
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}
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//---------------------------------------------------------------------------
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@ -520,6 +605,50 @@ void P_CheckWeaponSwitch (player_t *player)
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponReload
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//
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// The player can reload the weapon.
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//
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//---------------------------------------------------------------------------
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void P_CheckWeaponReload (player_t *player)
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{
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon == NULL)
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return;
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// Check for reload.
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if ((player->cheats & CF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD))
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{
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P_ReloadWeapon (player, NULL);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponZoom
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//
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// The player can use the weapon's zoom function.
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//
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//---------------------------------------------------------------------------
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void P_CheckWeaponZoom (player_t *player)
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{
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon == NULL)
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return;
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// Check for zoom.
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if ((player->cheats & CF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM))
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{
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P_ZoomWeapon (player, NULL);
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_ReFire
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@ -892,6 +1021,14 @@ void P_MovePsprites (player_t *player)
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{
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P_CheckWeaponFire (player);
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}
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if (player->cheats & CF_WEAPONRELOADOK)
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{
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P_CheckWeaponReload (player);
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}
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if (player->cheats & CF_WEAPONZOOMOK)
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{
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P_CheckWeaponZoom (player);
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}
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}
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}
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@ -95,6 +95,8 @@ const int WRF_NOFIRE = 12;
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const int WRF_NOSWITCH = 2;
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const int WRF_NOPRIMARY = 4;
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const int WRF_NOSECONDARY = 8;
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const int WRF_ALLOWRELOAD = 16;
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const int WRF_ALLOWZOOM = 32;
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// Morph constants
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const int MRF_ADDSTAMINA = 1;
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@ -436,6 +436,8 @@ OptionMenu "CustomizeControls"
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StaticText "Controls", 1
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Control "Fire", "+attack"
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Control "Secondary Fire", "+altattack"
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Control "Weapon Reload", "+reload"
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Control "Weapon Zoom", "+zoom"
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Control "Use / Open", "+use"
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Control "Move forward", "+forward"
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Control "Move backward", "+back"
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