HUD model tweaks:

- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
This commit is contained in:
Marisa Kirisame 2020-12-24 16:39:17 +01:00 committed by Christoph Oelckers
parent f34258281f
commit 888eab3063
2 changed files with 10 additions and 5 deletions

View file

@ -183,7 +183,7 @@ void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteMod
void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float ofsY)
{
AActor * playermo = players[consoleplayer].camera;
FSpriteModelFrame *smf = FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
FSpriteModelFrame *smf = FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
// [BB] No model found for this sprite, so we can't render anything.
if (smf == nullptr)
@ -216,7 +216,7 @@ void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float o
renderer->BeginDrawHUDModel(playermo->RenderStyle, objectToWorldMatrix, orientation < 0);
uint32_t trans = psp->GetTranslation() != 0 ? psp->GetTranslation() : 0;
if ((psp->Flags & PSPF_PLAYERTRANSLATED)) trans = psp->Owner->mo->Translation;
RenderFrameModels(renderer, playermo->Level, smf, psp->GetState(), psp->GetTics(), playermo->player->ReadyWeapon->GetClass(), trans);
RenderFrameModels(renderer, playermo->Level, smf, psp->GetState(), psp->GetTics(), psp->Caller->GetClass(), trans);
renderer->EndDrawHUDModel(playermo->RenderStyle);
}
@ -780,12 +780,17 @@ bool IsHUDModelForPlayerAvailable (player_t * player)
if (player == nullptr || player->ReadyWeapon == nullptr)
return false;
DPSprite *psp = player->FindPSprite(PSP_WEAPON);
// [MK] allow the Strife burning hands to be a model...
DPSprite *psp = player->FindPSprite(PSP_STRIFEHANDS);
// [MK] ...otherwise, check for the weapon psprite as per usual
if (psp == nullptr)
psp = player->FindPSprite(PSP_WEAPON);
if (psp == nullptr)
return false;
FSpriteModelFrame *smf = FindModelFrame(player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
FSpriteModelFrame *smf = FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
return ( smf != nullptr );
}

View file

@ -614,7 +614,7 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
{
if (!psp->GetState()) continue;
FSpriteModelFrame *smf = playermo->player->ReadyWeapon ? FindModelFrame(playermo->player->ReadyWeapon->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
FSpriteModelFrame *smf = FindModelFrame(psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false);
// This is an 'either-or' proposition. This maybe needs some work to allow overlays with weapon models but as originally implemented this just won't work.
if (smf && !hudModelStep) continue;
if (!smf && hudModelStep) continue;