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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
The targeter layers now use a proper Caller
This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
This commit is contained in:
parent
8244d2c844
commit
e1f139ddcd
4 changed files with 33 additions and 19 deletions
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@ -1364,9 +1364,15 @@ void APowerTargeter::EndEffect ()
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Super::EndEffect();
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Super::EndEffect();
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if (Owner != nullptr && Owner->player != nullptr)
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if (Owner != nullptr && Owner->player != nullptr)
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{
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{
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Owner->player->GetPSprite(PSP_TARGETCENTER)->SetState(nullptr);
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// Calling GetPSprite here could crash if we're creating a new game.
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Owner->player->GetPSprite(PSP_TARGETLEFT)->SetState(nullptr);
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// This is because P_SetupLevel nulls the player's mo before destroying
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Owner->player->GetPSprite(PSP_TARGETRIGHT)->SetState(nullptr);
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// every DThinker which in turn ends up calling this.
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// However P_SetupLevel is only called after G_NewInit which calls
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// every player's dtor which destroys all their psprites.
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DPSprite *pspr;
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if ((pspr = Owner->player->FindPSprite(PSP_TARGETCENTER)) != nullptr) pspr->SetState(nullptr);
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if ((pspr = Owner->player->FindPSprite(PSP_TARGETLEFT)) != nullptr) pspr->SetState(nullptr);
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if ((pspr = Owner->player->FindPSprite(PSP_TARGETRIGHT)) != nullptr) pspr->SetState(nullptr);
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}
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}
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}
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}
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@ -177,14 +177,27 @@ DPSprite *player_t::FindPSprite(int layer)
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DPSprite *player_t::GetPSprite(PSPLayers layer)
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DPSprite *player_t::GetPSprite(PSPLayers layer)
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{
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{
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assert(ReadyWeapon != nullptr);
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AInventory *oldcaller = nullptr;
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AInventory *newcaller = nullptr;
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if (layer >= PSP_TARGETCENTER)
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{
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if (mo != nullptr)
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{
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newcaller = mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true);
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}
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}
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else
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{
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newcaller = ReadyWeapon;
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}
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assert(newcaller != nullptr);
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AInventory *oldcaller;
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DPSprite *pspr = FindPSprite(layer);
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DPSprite *pspr = FindPSprite(layer);
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if (pspr == nullptr)
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if (pspr == nullptr)
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{
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{
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pspr = new DPSprite(this, ReadyWeapon, layer);
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pspr = new DPSprite(this, newcaller, layer);
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oldcaller = nullptr;
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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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@ -193,18 +206,13 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
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// Always update the caller here in case we switched weapon
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// Always update the caller here in case we switched weapon
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// or if the layer was being used by an inventory item before.
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// or if the layer was being used by an inventory item before.
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pspr->Caller = ReadyWeapon;
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pspr->Caller = newcaller;
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if (ReadyWeapon != oldcaller)
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if (newcaller != oldcaller)
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{ // Only change the flags if this layer was created now or if we updated the caller.
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{ // Only change the flags if this layer was created now or if we updated the caller.
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if (layer != PSP_FLASH)
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if (layer != PSP_FLASH)
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{ // Only the flash layer should follow the weapon.
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{ // Only the flash layer should follow the weapon.
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pspr->Flags &= ~PSPF_ADDWEAPON;
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pspr->Flags &= ~PSPF_ADDWEAPON;
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if (layer != PSP_WEAPON)
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{ // [RH] Don't bob the targeter.
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pspr->Flags &= ~PSPF_ADDBOB;
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}
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}
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}
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}
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}
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@ -279,7 +287,7 @@ void DPSprite::SetState(FState *newstate, bool pending)
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Tics = newstate->GetTics(); // could be 0
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Tics = newstate->GetTics(); // could be 0
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if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))
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if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)))
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{ // The targeter layers are affected by this too.
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{
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if (sv_fastweapons == 2 && ID == PSP_WEAPON)
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if (sv_fastweapons == 2 && ID == PSP_WEAPON)
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Tics = newstate->ActionFunc == nullptr ? 0 : 1;
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Tics = newstate->ActionFunc == nullptr ? 0 : 1;
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else if (sv_fastweapons == 3)
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else if (sv_fastweapons == 3)
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@ -1350,7 +1358,6 @@ void DPSprite::Tick()
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Tics--;
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Tics--;
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// [BC] Apply double firing speed.
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// [BC] Apply double firing speed.
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// This is applied to the targeter layers too.
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if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && Tics && Owner->cheats & CF_DOUBLEFIRINGSPEED)
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if (Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && Tics && Owner->cheats & CF_DOUBLEFIRINGSPEED)
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Tics--;
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Tics--;
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@ -3090,7 +3090,9 @@ void player_t::Serialize (FArchive &arc)
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<< sx << sy
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<< sx << sy
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<< sprite << frame;
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<< sprite << frame;
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if (state != nullptr && ReadyWeapon != nullptr)
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if (state != nullptr &&
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((layer < PSP_TARGETCENTER && ReadyWeapon != nullptr) ||
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(layer >= PSP_TARGETCENTER && mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true))))
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{
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{
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DPSprite *pspr;
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DPSprite *pspr;
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pspr = GetPSprite(PSPLayers(layer));
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pspr = GetPSprite(PSPLayers(layer));
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@ -1319,8 +1319,7 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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if (tex->UseType == FTexture::TEX_Null)
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if (tex->UseType == FTexture::TEX_Null)
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return;
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return;
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// The targeters aren't weapons.
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isweapon = pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon));
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isweapon = (pspr->GetID() < PSP_TARGETCENTER && pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon)));
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if (pspr->firstTic)
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if (pspr->firstTic)
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{ // Can't interpolate the first tic.
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{ // Can't interpolate the first tic.
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