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- Using the proper container for weapon state flags would be good.
SVN r4042 (trunk)
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parent
281ac3a49a
commit
9d43ba39fc
1 changed files with 16 additions and 16 deletions
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@ -397,7 +397,7 @@ 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 & WF_WEAPONBOBBING) ? player->bob : 0;
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bobtarget = (player->WeaponState & WF_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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@ -476,7 +476,7 @@ void DoReadyWeaponToSwitch (AActor * self)
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// Prepare for switching action.
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player_t *player;
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if (self && (player = self->player))
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player->cheats |= WF_WEAPONSWITCHOK;
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player->WeaponState |= WF_WEAPONSWITCHOK;
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}
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void DoReadyWeaponToFire (AActor * self, bool prim, bool alt)
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@ -506,7 +506,7 @@ void DoReadyWeaponToFire (AActor * self, bool prim, bool alt)
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}
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// Prepare for firing action.
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player->cheats |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0));
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player->WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0));
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return;
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}
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@ -515,7 +515,7 @@ void DoReadyWeaponToBob (AActor * self)
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if (self && self->player && self->player->ReadyWeapon)
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{
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// Prepare for bobbing action.
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self->player->cheats |= WF_WEAPONBOBBING;
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self->player->WeaponState |= WF_WEAPONBOBBING;
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self->player->psprites[ps_weapon].sx = 0;
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self->player->psprites[ps_weapon].sy = WEAPONTOP;
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}
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@ -526,7 +526,7 @@ void DoReadyWeaponToReload (AActor * self)
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// Prepare for reload action.
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player_t *player;
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if (self && (player = self->player))
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player->cheats |= WF_WEAPONRELOADOK;
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player->WeaponState |= WF_WEAPONRELOADOK;
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return;
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}
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@ -535,7 +535,7 @@ void DoReadyWeaponToZoom (AActor * self)
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// Prepare for reload action.
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player_t *player;
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if (self && (player = self->player))
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player->cheats |= WF_WEAPONZOOMOK;
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player->WeaponState |= WF_WEAPONZOOMOK;
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return;
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}
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@ -591,7 +591,7 @@ void P_CheckWeaponFire (player_t *player)
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return;
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// Check for fire. Some weapons do not auto fire.
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if ((player->cheats & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
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if ((player->WeaponState & WF_WEAPONREADY) && (player->cmd.ucmd.buttons & BT_ATTACK))
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{
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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@ -600,7 +600,7 @@ void P_CheckWeaponFire (player_t *player)
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return;
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}
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}
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else if ((player->cheats & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
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else if ((player->WeaponStat & WF_WEAPONREADYALT) && (player->cmd.ucmd.buttons & BT_ALTATTACK))
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{
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if (!player->attackdown || !(weapon->WeaponFlags & WIF_NOAUTOFIRE))
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{
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@ -660,7 +660,7 @@ void P_CheckWeaponReload (player_t *player)
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return;
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// Check for reload.
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if ((player->cheats & WF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD))
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if ((player->WeaponState & WF_WEAPONRELOADOK) && (player->cmd.ucmd.buttons & BT_RELOAD))
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{
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P_ReloadWeapon (player, NULL);
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}
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@ -682,7 +682,7 @@ void P_CheckWeaponZoom (player_t *player)
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return;
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// Check for zoom.
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if ((player->cheats & WF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM))
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if ((player->WeaponState & WF_WEAPONZOOMOK) && (player->cmd.ucmd.buttons & BT_ZOOM))
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{
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P_ZoomWeapon (player, NULL);
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}
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@ -780,7 +780,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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return;
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}
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psp = &player->psprites[ps_weapon];
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if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
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if (player->morphTics || player->WeaponState & CF_INSTANTWEAPSWITCH)
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{
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psp->sy = WEAPONBOTTOM;
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}
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@ -1038,7 +1038,7 @@ void P_MovePsprites (player_t *player)
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psp->tics--;
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// [BC] Apply double firing speed.
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if ( psp->tics && ( player->cheats & CF_DOUBLEFIRINGSPEED ))
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if ( psp->tics && (player->WeaponState & CF_DOUBLEFIRINGSPEED))
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psp->tics--;
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if(!psp->tics)
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@ -1050,19 +1050,19 @@ void P_MovePsprites (player_t *player)
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}
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player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
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player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
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if (player->cheats & WF_WEAPONSWITCHOK)
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if (player->WeaponState & WF_WEAPONSWITCHOK)
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{
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P_CheckWeaponSwitch (player);
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}
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if (player->cheats & (WF_WEAPONREADY | WF_WEAPONREADYALT))
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if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
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{
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P_CheckWeaponFire (player);
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}
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if (player->cheats & WF_WEAPONRELOADOK)
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if (player->WeaponState & WF_WEAPONRELOADOK)
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{
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P_CheckWeaponReload (player);
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}
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if (player->cheats & WF_WEAPONZOOMOK)
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if (player->WeaponState & WF_WEAPONZOOMOK)
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{
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P_CheckWeaponZoom (player);
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}
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