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- Do not clear the CF_WEAPONSWITCHOK flag each tic, so that the last setting from A_WeaponReady
will carry over until the next A_WeaponReady. Changed P_CheckWeaponSwitch() to clear any pending weapon requests while weapon switching is disabled. SVN r4024 (trunk)
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5cbdc3382d
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1 changed files with 37 additions and 17 deletions
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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 | CF_WEAPONRELOADOK | CF_WEAPONZOOMOK);
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player->cheats &= ~(CF_WEAPONREADY | CF_WEAPONREADYALT | CF_WEAPONBOBBING | CF_WEAPONRELOADOK | CF_WEAPONZOOMOK);
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}
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psp = &player->psprites[position];
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@ -565,12 +565,30 @@ DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(paramflags, 0);
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if (!(paramflags & WRF_NoSwitch)) DoReadyWeaponToSwitch(self);
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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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if (!(paramflags & WRF_NoSwitch))
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{
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DoReadyWeaponToSwitch(self);
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}
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else if (self->player != NULL)
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{
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self->player->cheats &= ~CF_WEAPONSWITCHOK;
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}
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if ((paramflags & WRF_NoFire) != WRF_NoFire)
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{
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DoReadyWeaponToFire(self, !(paramflags & WRF_NoPrimary), !(paramflags & WRF_NoSecondary));
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}
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if (!(paramflags & WRF_NoBob))
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{
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DoReadyWeaponToBob(self);
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}
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if ((paramflags & WRF_AllowReload))
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{
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DoReadyWeaponToReload(self);
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}
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if ((paramflags & WRF_AllowZoom))
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{
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DoReadyWeaponToZoom(self);
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}
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}
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//---------------------------------------------------------------------------
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@ -631,15 +649,20 @@ void P_CheckWeaponSwitch (player_t *player)
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if (!player || !(weapon = player->ReadyWeapon))
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return;
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// Put the weapon away if the player has a pending weapon or has died.
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if ((player->morphTics == 0 && player->PendingWeapon != WP_NOCHANGE) || player->health <= 0)
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{
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if (player->health <= 0)
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{ // Dead, so put the weapon away.
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P_SetPsprite(player, ps_weapon, weapon->GetDownState());
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}
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else if (!(player->cheats & CF_WEAPONSWITCHOK))
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{ // Weapon changing has been disabled.
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player->PendingWeapon = WP_NOCHANGE;
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}
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else if (player->morphTics == 0 && player->PendingWeapon != WP_NOCHANGE)
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{ // Put the weapon away if the player has a pending weapon
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P_SetPsprite (player, ps_weapon, weapon->GetDownState());
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return;
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}
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else if (player->morphTics != 0)
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{
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// morphed classes cannot change weapons so don't even try again.
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{ // Morphed classes cannot change weapons, so don't even try again.
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player->PendingWeapon = WP_NOCHANGE;
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}
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}
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@ -1052,10 +1075,7 @@ void P_MovePsprites (player_t *player)
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}
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player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
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player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
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if (player->cheats & CF_WEAPONSWITCHOK)
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{
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P_CheckWeaponSwitch (player);
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}
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P_CheckWeaponSwitch (player);
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if (player->cheats & (CF_WEAPONREADY | CF_WEAPONREADYALT))
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{
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P_CheckWeaponFire (player);
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