mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- Using the proper container for weapon state flags would be good.
SVN r4042 (trunk)
This commit is contained in:
parent
281ac3a49a
commit
9d43ba39fc
1 changed files with 16 additions and 16 deletions
|
@ -397,7 +397,7 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
|
|||
// [RH] Smooth transitions between bobbing and not-bobbing frames.
|
||||
// This also fixes the bug where you can "stick" a weapon off-center by
|
||||
// shooting it when it's at the peak of its swing.
|
||||
bobtarget = (player->cheats & WF_WEAPONBOBBING) ? player->bob : 0;
|
||||
bobtarget = (player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0;
|
||||
if (curbob != bobtarget)
|
||||
{
|
||||
if (abs (bobtarget - curbob) <= 1*FRACUNIT)
|
||||
|
@ -476,7 +476,7 @@ void DoReadyWeaponToSwitch (AActor * self)
|
|||
// Prepare for switching action.
|
||||
player_t *player;
|
||||
if (self && (player = self->player))
|
||||
player->cheats |= WF_WEAPONSWITCHOK;
|
||||
player->WeaponState |= WF_WEAPONSWITCHOK;
|
||||
}
|
||||
|
||||
void DoReadyWeaponToFire (AActor * self, bool prim, bool alt)
|
||||
|
@ -506,7 +506,7 @@ void DoReadyWeaponToFire (AActor * self, bool prim, bool alt)
|
|||
}
|
||||
|
||||
// Prepare for firing action.
|
||||
player->cheats |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0));
|
||||
player->WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0));
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -515,7 +515,7 @@ void DoReadyWeaponToBob (AActor * self)
|
|||
if (self && self->player && self->player->ReadyWeapon)
|
||||
{
|
||||
// Prepare for bobbing action.
|
||||
self->player->cheats |= WF_WEAPONBOBBING;
|
||||
self->player->WeaponState |= WF_WEAPONBOBBING;
|
||||
self->player->psprites[ps_weapon].sx = 0;
|
||||
self->player->psprites[ps_weapon].sy = WEAPONTOP;
|
||||
}
|
||||
|
@ -526,7 +526,7 @@ void DoReadyWeaponToReload (AActor * self)
|
|||
// Prepare for reload action.
|
||||
player_t *player;
|
||||
if (self && (player = self->player))
|
||||
player->cheats |= WF_WEAPONRELOADOK;
|
||||
player->WeaponState |= WF_WEAPONRELOADOK;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -535,7 +535,7 @@ void DoReadyWeaponToZoom (AActor * self)
|
|||
// Prepare for reload action.
|
||||
player_t *player;
|
||||
if (self && (player = self->player))
|
||||
player->cheats |= WF_WEAPONZOOMOK;
|
||||
player->WeaponState |= WF_WEAPONZOOMOK;
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -591,7 +591,7 @@ void P_CheckWeaponFire (player_t *player)
|
|||
return;
|
||||
|
||||
// Check for fire. Some weapons do not auto fire.
|
||||
if ((player->cheats & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
|
||||
if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
|
||||
{
|
||||
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
|
||||
{
|
||||
|
@ -600,7 +600,7 @@ void P_CheckWeaponFire (player_t *player)
|
|||
return;
|
||||
}
|
||||
}
|
||||
else if ((player->cheats & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
|
||||
else if ((player->WeaponStat & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
|
||||
{
|
||||
if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
|
||||
{
|
||||
|
@ -660,7 +660,7 @@ void P_CheckWeaponReload (player_t *player)
|
|||
return;
|
||||
|
||||
// Check for reload.
|
||||
if ((player->cheats & WF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD))
|
||||
if ((player->WeaponState & WF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD))
|
||||
{
|
||||
P_ReloadWeapon (player, NULL);
|
||||
}
|
||||
|
@ -682,7 +682,7 @@ void P_CheckWeaponZoom (player_t *player)
|
|||
return;
|
||||
|
||||
// Check for zoom.
|
||||
if ((player->cheats & WF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM))
|
||||
if ((player->WeaponState & WF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM))
|
||||
{
|
||||
P_ZoomWeapon (player, NULL);
|
||||
}
|
||||
|
@ -780,7 +780,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
|
|||
return;
|
||||
}
|
||||
psp = &player->psprites[ps_weapon];
|
||||
if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
|
||||
if (player->morphTics || player->WeaponState & CF_INSTANTWEAPSWITCH)
|
||||
{
|
||||
psp->sy = WEAPONBOTTOM;
|
||||
}
|
||||
|
@ -1038,7 +1038,7 @@ void P_MovePsprites (player_t *player)
|
|||
psp->tics--;
|
||||
|
||||
// [BC] Apply double firing speed.
|
||||
if ( psp->tics && ( player->cheats & CF_DOUBLEFIRINGSPEED ))
|
||||
if ( psp->tics && (player->WeaponState & CF_DOUBLEFIRINGSPEED))
|
||||
psp->tics--;
|
||||
|
||||
if(!psp->tics)
|
||||
|
@ -1050,19 +1050,19 @@ void P_MovePsprites (player_t *player)
|
|||
}
|
||||
player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
|
||||
player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
|
||||
if (player->cheats & WF_WEAPONSWITCHOK)
|
||||
if (player->WeaponState & WF_WEAPONSWITCHOK)
|
||||
{
|
||||
P_CheckWeaponSwitch (player);
|
||||
}
|
||||
if (player->cheats & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
||||
if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
|
||||
{
|
||||
P_CheckWeaponFire (player);
|
||||
}
|
||||
if (player->cheats & WF_WEAPONRELOADOK)
|
||||
if (player->WeaponState & WF_WEAPONRELOADOK)
|
||||
{
|
||||
P_CheckWeaponReload (player);
|
||||
}
|
||||
if (player->cheats & WF_WEAPONZOOMOK)
|
||||
if (player->WeaponState & WF_WEAPONZOOMOK)
|
||||
{
|
||||
P_CheckWeaponZoom (player);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue