- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon

maintains its own FOV scale independent from any other weapons the player
  may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
  crashed after giving you the warning.


SVN r1688 (trunk)
This commit is contained in:
Randy Heit 2009-06-30 19:20:39 +00:00
parent f32b95d3cc
commit ed0d804792
6 changed files with 78 additions and 29 deletions

View file

@ -1,4 +1,11 @@
June 27, 2009
June 30, 2009
- Added A_ZoomFactor. This lets weapons scale their player's FOV. Each weapon
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
June 27, 2009
- Fixed some improper preprocessor lines in autostart/autozend.cpp.
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot

View file

@ -264,6 +264,7 @@ public:
TObjPtr<AAmmo> Ammo1, Ammo2;
TObjPtr<AWeapon> SisterWeapon;
bool GivenAsMorphWeapon;
float FOVScale;
bool bAltFire; // Set when this weapon's alternate fire is used.

View file

@ -59,6 +59,10 @@ void AWeapon::Serialize (FArchive &arc)
<< Ammo1 << Ammo2 << SisterWeapon << GivenAsMorphWeapon
<< bAltFire
<< ReloadCounter;
if (SaveVersion >= 1688)
{
arc << FOVScale;
}
}
//===========================================================================
@ -1690,3 +1694,27 @@ const PClass *Net_ReadWeapon(BYTE **stream)
}
return Weapons_ntoh[index];
}
//===========================================================================
//
// A_ZoomFactor
//
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AWeapon, A_ZoomFactor)
{
ACTION_PARAM_START(2);
ACTION_PARAM_FLOAT(zoom, 0);
ACTION_PARAM_INT(flags, 1);
if (self->player != NULL && self->player->ReadyWeapon != NULL)
{
zoom = 1 / clamp(zoom, 0.1f, 50.f);
self->player->ReadyWeapon->FOVScale = zoom;
if (flags & 1)
{
// Make the zoom instant.
self->player->FOV = self->player->DesiredFOV * zoom;
}
}
}

View file

@ -1996,16 +1996,24 @@ void P_PlayerThink (player_t *player)
}
// [RH] Zoom the player's FOV
if (player->FOV != player->DesiredFOV)
float desired = player->DesiredFOV;
// Adjust FOV using on the currently held weapon.
if (player->playerstate != PST_DEAD && // No adjustment while dead.
player->ReadyWeapon != NULL && // No adjustment if no weapon.
player->ReadyWeapon->FOVScale != 0) // No adjustment if the adjustment is zero.
{
if (fabsf (player->FOV - player->DesiredFOV) < 7.f)
desired *= player->ReadyWeapon->FOVScale;
}
if (player->FOV != desired)
{
player->FOV = player->DesiredFOV;
if (fabsf (player->FOV - desired) < 7.f)
{
player->FOV = desired;
}
else
{
float zoom = MAX(7.f, fabsf (player->FOV - player->DesiredFOV) * 0.025f);
if (player->FOV > player->DesiredFOV)
float zoom = MAX(7.f, fabsf(player->FOV - desired) * 0.025f);
if (player->FOV > desired)
{
player->FOV = player->FOV - zoom;
}

View file

@ -857,6 +857,8 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
}
}
sc.MustGetToken(';');
if (afd != NULL)
{
PSymbolActionFunction *sym = new PSymbolActionFunction(funcname);
sym->Arguments = args;
sym->Function = afd->Function;
@ -884,6 +886,7 @@ static void ParseActionDef (FScanner &sc, PClass *cls)
FScriptPosition::ErrorCounter++;
}
}
}
//==========================================================================
//

View file

@ -306,7 +306,6 @@ ACTOR PuzzleItem : Inventory native
Actor Weapon : Inventory native
{
Inventory.PickupSound "misc/w_pkup"
Weapon.DefaultKickback
States
@ -315,6 +314,9 @@ Actor Weapon : Inventory native
SHTG E 0 A_Light0
Stop
}
action native A_ZoomFactor(float scale = 1, int flags = 0);
const int ZOOM_INSTANT = 1;
}
ACTOR WeaponGiver : Weapon native