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- Added A_WeaponBob.
SVN r1698 (trunk)
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parent
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commit
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7 changed files with 37 additions and 11 deletions
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@ -1,4 +1,5 @@
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June 30, 2009
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- Added A_WeaponBob.
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- Dropped the Hexen player classes' JumpZ down to 9, since the original value
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now works as it originally did.
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- MF2_NODMGTHRUST now works with players, too. (Previously, it was only for
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@ -194,6 +194,7 @@ typedef enum
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CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
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CF_WEAPONBOBBING = 1 << 24, // [HW] Bob weapon while the player is moving
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} cheat_t;
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#define WPIECE1 1
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@ -208,7 +208,7 @@ void DBaseDecal::SetShade (int r, int g, int b)
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}
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// Returns the texture the decal stuck to.
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FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor * ffloor)
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FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor *ffloor)
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{
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// Stick the decal at the end of the chain so it appears on top
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DBaseDecal *next, **prev;
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@ -431,7 +431,7 @@ static side_t *NextWall (const side_t *wall)
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return NULL;
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}
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void DBaseDecal::SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall, F3DFloor * ffloor)
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void DBaseDecal::SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor)
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{
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fixed_t ldx, ldy;
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@ -475,7 +475,7 @@ void DBaseDecal::SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall, F3DFloor
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}
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}
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void DBaseDecal::SpreadRight (fixed_t r, side_t *feelwall, fixed_t wallsize, F3DFloor * ffloor)
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void DBaseDecal::SpreadRight (fixed_t r, side_t *feelwall, fixed_t wallsize, F3DFloor *ffloor)
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{
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vertex_t *v1;
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fixed_t x, y, ldx, ldy;
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@ -51,8 +51,8 @@ protected:
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void CalcFracPos (side_t *wall, fixed_t x, fixed_t y);
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void Remove ();
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static void SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall, F3DFloor * ffloor);
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static void SpreadRight (fixed_t r, side_t *feelwall, fixed_t wallsize, F3DFloor * ffloor);
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static void SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor);
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static void SpreadRight (fixed_t r, side_t *feelwall, fixed_t wallsize, F3DFloor *ffloor);
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};
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class DImpactDecal : public DBaseDecal
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@ -67,8 +67,8 @@ void P_SetPsprite (player_t *player, int position, FState *state)
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if (position == ps_weapon)
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{
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// A_WeaponReady will re-set this as needed
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player->cheats &= ~CF_WEAPONREADY;
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// A_WeaponReady will re-set these as needed
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player->cheats &= ~(CF_WEAPONREADY | CF_WEAPONBOBBING);
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}
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psp = &player->psprites[position];
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@ -312,7 +312,7 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
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// [RH] Smooth transitions between bobbing and not-bobbing frames.
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// This also fixes the bug where you can "stick" a weapon off-center by
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// shooting it when it's at the peak of its swing.
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bobtarget = (player->cheats & CF_WEAPONREADY) ? player->bob : 0;
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bobtarget = (player->cheats & CF_WEAPONBOBBING) ? player->bob : 0;
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if (curbob != bobtarget)
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{
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if (abs (bobtarget - curbob) <= 1*FRACUNIT)
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@ -345,6 +345,29 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_WeaponBob
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//
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// The player's weapon will bob, but they cannot fire it at this time.
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_WeaponBob)
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{
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player_t *player = self->player;
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if (player == NULL || player->ReadyWeapon == NULL)
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{
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return;
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}
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// Prepare for bobbing action.
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player->cheats |= CF_WEAPONBOBBING;
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player->psprites[ps_weapon].sx = 0;
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player->psprites[ps_weapon].sy = WEAPONTOP;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_WeaponReady
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@ -387,7 +410,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_WeaponReady)
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}
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// Prepare for bobbing and firing action.
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player->cheats |= CF_WEAPONREADY;
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player->cheats |= CF_WEAPONREADY | CF_WEAPONBOBBING;
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player->psprites[ps_weapon].sx = 0;
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player->psprites[ps_weapon].sy = WEAPONTOP;
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}
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@ -47,7 +47,7 @@ ACTOR Fist : Weapon
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// --------------------------------------------------------------------------
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//
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// Fist
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// Pistol
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//
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// --------------------------------------------------------------------------
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@ -16,6 +16,7 @@ ACTOR Inventory native
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action native A_Light2();
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action native A_LightInverse();
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action native A_WeaponReady();
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action native A_WeaponBob();
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action native A_Lower();
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action native A_Raise();
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action native A_FirePistol();
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