mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2025-02-21 19:10:50 +00:00
Added A_OverlayFlags
Allows psprites to follow the weapon and/or the player's bobbing
This commit is contained in:
parent
8f360f3bea
commit
c82620129c
6 changed files with 122 additions and 44 deletions
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@ -141,6 +141,13 @@ DPSprite::DPSprite(player_t *owner, AInventory *caller, int id)
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if (Next && Next->ID == ID && ID != 0)
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if (Next && Next->ID == ID && ID != 0)
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Next->Destroy(); // Replace it.
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Next->Destroy(); // Replace it.
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if (ID == ps_weapon || ID == ps_flash || (ID >= NUMPSPRITES && Caller->IsKindOf(RUNTIME_CLASS(AWeapon))))
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{
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Flags |= PSPF_ADDBOB;
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if (ID != ps_weapon)
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Flags |= PSPF_ADDWEAPON;
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}
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}
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}
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//------------------------------------------------------------------------
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//------------------------------------------------------------------------
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@ -176,26 +183,9 @@ DPSprite *player_t::GetPSprite(psprnum_t layer)
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{
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{
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assert(layer > 0 && layer < NUMPSPRITES);
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assert(layer > 0 && layer < NUMPSPRITES);
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DPSprite *weapon = nullptr;
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DPSprite *pspr = FindPSprite(layer);
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DPSprite *pspr = psprites;
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if (pspr == nullptr)
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while (pspr)
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pspr = new DPSprite(this, ReadyWeapon, layer);
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{
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if (pspr->ID == layer)
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return pspr;
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if (pspr->ID == ps_weapon)
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weapon = pspr;
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pspr = pspr->Next;
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}
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pspr = new DPSprite(this, ReadyWeapon, layer);
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if (layer == ps_flash && weapon)
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{
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pspr->x = weapon->x;
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pspr->y = weapon->y;
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}
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return pspr;
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return pspr;
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}
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}
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@ -281,13 +271,16 @@ void DPSprite::SetState(FState *newstate, bool pending)
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Tics = 1; // great for producing decals :)
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Tics = 1; // great for producing decals :)
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}
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}
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if (newstate->GetMisc1())
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if (ID != ps_flash)
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{ // Set coordinates.
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{ // It's still possible to set the flash layer's offsets with the action function.
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x = newstate->GetMisc1();
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if (newstate->GetMisc1())
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}
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{ // Set coordinates.
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if (newstate->GetMisc2())
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x = newstate->GetMisc1();
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{
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}
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y = newstate->GetMisc2();
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if (newstate->GetMisc2())
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{
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y = newstate->GetMisc2();
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}
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}
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}
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if (Owner->mo != nullptr)
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if (Owner->mo != nullptr)
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@ -986,6 +979,35 @@ DEFINE_ACTION_FUNCTION(AInventory, A_WeaponOffset)
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return 0;
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return 0;
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayFlags
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_OverlayFlags)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT(layer);
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PARAM_INT(flags);
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PARAM_BOOL(set);
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if (self->player == nullptr)
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return 0;
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DPSprite *pspr = self->player->FindPSprite(layer);
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if (pspr == nullptr)
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return 0;
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if (set)
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pspr->Flags |= flags;
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else
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pspr->Flags &= ~flags;
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return 0;
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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// PROC A_Lower
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// PROC A_Lower
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@ -1307,11 +1329,6 @@ void player_t::TickPSprites()
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}
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}
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else
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else
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{
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{
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if (weapon && flash)
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{
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flash->x = weapon->x;
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flash->y = weapon->y;
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}
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P_CheckWeaponSwitch(this);
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P_CheckWeaponSwitch(this);
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if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
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if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
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{
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{
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@ -1359,7 +1376,7 @@ void DPSprite::Serialize(FArchive &arc)
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{
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{
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Super::Serialize(arc);
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Super::Serialize(arc);
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arc << Next << Caller << Owner
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arc << Next << Caller << Owner << Flags
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<< State << Tics << Sprite << Frame
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<< State << Tics << Sprite << Frame
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<< ID << x << y << oldx << oldy;
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<< ID << x << y << oldx << oldy;
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}
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}
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@ -52,6 +52,12 @@ enum psprnum_t // These are all called by the owner's ReadyWeapon.
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NUMPSPRITES
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NUMPSPRITES
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};
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};
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enum PSPFlags
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{
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PSPF_ADDWEAPON = 1 << 0,
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PSPF_ADDBOB = 1 << 1,
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};
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class DPSprite : public DObject
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class DPSprite : public DObject
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{
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{
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DECLARE_CLASS (DPSprite, DObject)
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DECLARE_CLASS (DPSprite, DObject)
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@ -73,6 +79,7 @@ public:
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double oldx, oldy;
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double oldx, oldy;
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bool firstTic;
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bool firstTic;
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int Tics;
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int Tics;
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int Flags;
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private:
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private:
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DPSprite () {}
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DPSprite () {}
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@ -3093,11 +3093,28 @@ void player_t::Serialize (FArchive &arc)
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pspr = GetPSprite(psprnum_t(i));
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pspr = GetPSprite(psprnum_t(i));
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pspr->State = state;
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pspr->State = state;
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pspr->Tics = tics;
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pspr->Tics = tics;
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pspr->x = sx;
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pspr->y = sy;
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pspr->Sprite = sprite;
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pspr->Sprite = sprite;
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pspr->Frame = frame;
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pspr->Frame = frame;
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pspr->Owner = this;
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pspr->Owner = this;
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if (i == ps_flash)
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{
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pspr->x = 0;
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pspr->y = 0;
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}
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else
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{
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pspr->x = sx;
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pspr->y = sy;
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}
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pspr->Flags = 0;
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if (i < ps_targetcenter)
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{
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pspr->Flags |= PSPF_ADDBOB;
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if (i == ps_flash)
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pspr->Flags |= PSPF_ADDWEAPON;
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}
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}
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}
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}
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}
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}
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}
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@ -1279,7 +1279,7 @@ void R_AddSprites (sector_t *sec, int lightlevel, int fakeside)
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//
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//
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// R_DrawPSprite
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// R_DrawPSprite
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//
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//
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, double ofsx, double ofsy, double ticfrac)
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void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double wx, double wy, double ticfrac)
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{
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{
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double tx;
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double tx;
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int x1;
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int x1;
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@ -1331,10 +1331,17 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, double ofsx, double ofsy, doub
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sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
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sx = pspr->oldx + (pspr->x - pspr->oldx) * ticfrac;
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sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac;
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sy = pspr->oldy + (pspr->y - pspr->oldy) * ticfrac;
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if (isweapon)
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{ // [RH] Don't bob the targeter/non-weapon layers.
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if (pspr->Flags & PSPF_ADDBOB)
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sx += ofsx;
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{
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sy += ofsy;
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sx += bobx;
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sy += boby;
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}
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if (pspr->Flags & PSPF_ADDWEAPON)
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{
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sx += wx;
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sy += wy;
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}
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}
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// calculate edges of the shape
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// calculate edges of the shape
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@ -1547,6 +1554,7 @@ void R_DrawPlayerSprites ()
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int i;
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int i;
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int lightnum;
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int lightnum;
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DPSprite* psp;
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DPSprite* psp;
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DPSprite* weapon;
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sector_t* sec = NULL;
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sector_t* sec = NULL;
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static sector_t tempsec;
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static sector_t tempsec;
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int floorlight, ceilinglight;
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int floorlight, ceilinglight;
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@ -1611,11 +1619,32 @@ void R_DrawPlayerSprites ()
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if (camera->player != NULL)
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if (camera->player != NULL)
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{
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{
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double centerhack = CenterY;
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double centerhack = CenterY;
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float ofsx, ofsy;
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double wx, wy;
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float bobx, boby;
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CenterY = viewheight / 2;
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CenterY = viewheight / 2;
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P_BobWeapon (camera->player, &ofsx, &ofsy, r_TicFracF);
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P_BobWeapon (camera->player, &bobx, &boby, r_TicFracF);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((weapon = camera->player->FindPSprite(ps_weapon)) != nullptr)
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{
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if (weapon->firstTic)
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{
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wx = weapon->x;
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wy = weapon->y;
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}
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else
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{
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wx = weapon->oldx + (weapon->x - weapon->oldx) * r_TicFracF;
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wy = weapon->oldy + (weapon->y - weapon->oldy) * r_TicFracF;
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}
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}
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else
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{
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wx = 0;
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wy = 0;
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}
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// add all active psprites
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// add all active psprites
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psp = camera->player->psprites;
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psp = camera->player->psprites;
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@ -1624,7 +1653,7 @@ void R_DrawPlayerSprites ()
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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if (psp->GetID() != ps_targetcenter || CrosshairImage == nullptr)
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if (psp->GetID() != ps_targetcenter || CrosshairImage == nullptr)
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{
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{
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R_DrawPSprite(psp, camera, ofsx, ofsy, r_TicFracF);
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
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}
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}
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psp = psp->GetNext();
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psp = psp->GetNext();
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@ -569,3 +569,10 @@ enum
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WOF_KEEPY = 1 << 1,
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WOF_KEEPY = 1 << 1,
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WOF_ADD = 1 << 2,
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WOF_ADD = 1 << 2,
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};
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};
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// Flags for psprite layers
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enum
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{
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PSPF_ADDWEAPON = 1 << 0,
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PSPF_ADDBOB = 1 << 1,
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};
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@ -51,6 +51,7 @@ ACTOR Inventory native
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action native A_RestoreSpecialThing2();
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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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action native A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
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action native A_OverlayOffset(int layer = 1, float wx = 0, float wy = 32, int flags = 0);
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action native A_OverlayOffset(int layer = 1, float wx = 0, float wy = 32, int flags = 0);
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action native A_OverlayFlags(int layer, int flags, bool set);
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States
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States
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{
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{
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