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Merge remote-tracking branch 'remotes/origin/master' into vulkan2
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commit
54efbf3edd
6 changed files with 15 additions and 6 deletions
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@ -756,10 +756,15 @@ static int LookAdjust(int look)
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if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
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players[consoleplayer].ReadyWeapon != NULL) // No adjustment if no weapon.
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{
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auto scale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_FOVScale);
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if (scale > 0) // No adjustment if it is non-positive.
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auto FOVScale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_FOVScale);
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auto LookScale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_LookScale);
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if (FOVScale > 0) // No adjustment if it is non-positive.
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{
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look = int(look * scale);
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look = int(look * FOVScale);
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}
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if (LookScale > 0) // No adjustment if it is non-positive.
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{
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look = int(look * LookScale);
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}
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}
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return look;
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@ -2019,7 +2019,7 @@ void FMapInfoParser::ParseEpisodeInfo ()
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{
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ParseAssign();
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sc.MustGetString ();
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name = sc.String;
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name = strbin1(sc.String);
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}
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else if (sc.Compare ("picname"))
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{
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@ -214,7 +214,7 @@ void FMapInfoParser::ParseSkill ()
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{
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ParseAssign();
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sc.MustGetString ();
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skill.MenuName = sc.String;
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skill.MenuName = strbin1(sc.String);
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}
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else if (sc.Compare("PlayerClassName"))
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{
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@ -24,6 +24,7 @@
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#include "r_defs.h"
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#include "p_setup.h"
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#include "gi.h"
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#include "cmdlib.h"
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FName MakeEndPic(const char *string);
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@ -231,7 +232,7 @@ static int ParseStandardProperty(FScanner &scanner, UMapEntry *mape)
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// add the given episode
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FEpisode epi;
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epi.mEpisodeName = split[1];
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epi.mEpisodeName = strbin1(split[1]);
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epi.mEpisodeMap = mape->MapName;
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epi.mPicName = split[0];
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epi.mShortcut = split[2][0];
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@ -1029,6 +1029,7 @@ xx(Kickback)
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xx(MinSelAmmo1)
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xx(bDehAmmo)
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xx(FOVScale)
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xx(LookScale)
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xx(YAdjust)
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xx(Crosshair)
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xx(WeaponFlags)
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@ -28,6 +28,7 @@ class Weapon : StateProvider
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Ammo Ammo1, Ammo2; // In-inventory instance variables
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Weapon SisterWeapon;
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double FOVScale;
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double LookScale; // Multiplier for look sensitivity (like FOV scaling but without the zooming)
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int Crosshair; // 0 to use player's crosshair
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bool GivenAsMorphWeapon;
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bool bAltFire; // Set when this weapon's alternate fire is used.
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@ -58,6 +59,7 @@ class Weapon : StateProvider
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property BobRangeY: BobRangeY;
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property SlotNumber: SlotNumber;
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property SlotPriority: SlotPriority;
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property LookScale: LookScale;
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flagdef NoAutoFire: WeaponFlags, 0; // weapon does not autofire
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flagdef ReadySndHalf: WeaponFlags, 1; // ready sound is played ~1/2 the time
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