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- scriptified P_BobWeapon as a virtual function on PlayerPawn.
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6 changed files with 145 additions and 93 deletions
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@ -151,6 +151,7 @@ public:
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// [SP] ViewBob Multiplier
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double ViewBob;
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double curBob;
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// Former class properties that were moved into the object to get rid of the meta class.
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FName SoundClass; // Sound class
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103
src/p_pspr.cpp
103
src/p_pspr.cpp
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@ -579,101 +579,17 @@ void P_BringUpWeapon (player_t *player)
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void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
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{
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static float curbob;
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double xx[2], yy[2];
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AWeapon *weapon;
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float bobtarget;
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weapon = player->ReadyWeapon;
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if (weapon == nullptr || weapon->WeaponFlags & WIF_DONTBOB)
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IFVIRTUALPTR(player->mo, APlayerPawn, BobWeapon)
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{
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*x = *y = 0;
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VMValue param[] = { player->mo, ticfrac };
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DVector2 result;
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VMReturn ret(&result);
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VMCall(func, param, 2, &ret, 1);
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*x = (float)result.X;
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*y = (float)result.Y;
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return;
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}
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// [XA] Get the current weapon's bob properties.
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int bobstyle = weapon->BobStyle;
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float BobSpeed = (weapon->BobSpeed * 128);
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float Rangex = weapon->BobRangeX;
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float Rangey = weapon->BobRangeY;
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for (int i = 0; i < 2; i++)
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{
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// Bob the weapon based on movement speed. ([SP] And user's bob speed setting)
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FAngle angle = (BobSpeed * player->userinfo.GetWBobSpeed() * 35 /
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TICRATE*(level.time - 1 + i)) * (360.f / 8192.f);
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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 = float((player->WeaponState & WF_WEAPONBOBBING) ? player->bob : 0.);
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if (curbob != bobtarget)
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{
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if (fabsf(bobtarget - curbob) <= 1)
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{
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curbob = bobtarget;
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}
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else
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{
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float zoom = MAX(1.f, fabsf(curbob - bobtarget) / 40);
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if (curbob > bobtarget)
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{
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curbob -= zoom;
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}
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else
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{
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curbob += zoom;
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}
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}
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}
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if (curbob != 0)
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{
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//[SP] Added in decorate player.viewbob checks
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float bobx = float(player->bob * Rangex * (float)player->mo->ViewBob);
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float boby = float(player->bob * Rangey * (float)player->mo->ViewBob);
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switch (bobstyle)
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{
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case AWeapon::BobNormal:
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xx[i] = bobx * angle.Cos();
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yy[i] = boby * fabsf(angle.Sin());
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break;
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case AWeapon::BobInverse:
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xx[i] = bobx*angle.Cos();
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yy[i] = boby * (1.f - fabsf(angle.Sin()));
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break;
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case AWeapon::BobAlpha:
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xx[i] = bobx * angle.Sin();
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yy[i] = boby * fabsf(angle.Sin());
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break;
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case AWeapon::BobInverseAlpha:
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xx[i] = bobx * angle.Sin();
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yy[i] = boby * (1.f - fabsf(angle.Sin()));
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break;
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case AWeapon::BobSmooth:
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xx[i] = bobx*angle.Cos();
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yy[i] = 0.5f * (boby * (1.f - ((angle * 2).Cos())));
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break;
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case AWeapon::BobInverseSmooth:
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xx[i] = bobx*angle.Cos();
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yy[i] = 0.5f * (boby * (1.f + ((angle * 2).Cos())));
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}
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}
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else
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{
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xx[i] = 0;
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yy[i] = 0;
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}
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}
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*x = (float)(xx[0] * (1. - ticfrac) + xx[1] * ticfrac);
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*y = (float)(yy[0] * (1. - ticfrac) + yy[1] * ticfrac);
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*x = *y = 0;
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}
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//============================================================================
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@ -1363,10 +1279,11 @@ float DPSprite::GetYAdjust(bool fullscreen)
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}
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else
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{
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return StatusBar->GetDisplacement() * fYAd;
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return (float)StatusBar->GetDisplacement() * fYAd;
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}
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}
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}
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return 0;
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}
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//------------------------------------------------------------------------
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@ -780,6 +780,12 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, GetNoAutostartMap)
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ACTION_RETURN_INT(self->userinfo.GetNoAutostartMap());
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, GetWBobSpeed)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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ACTION_RETURN_FLOAT(self->userinfo.GetWBobSpeed());
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}
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//===========================================================================
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//
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@ -2278,6 +2284,7 @@ DEFINE_FIELD(APlayerPawn, AirCapacity)
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DEFINE_FIELD(APlayerPawn, FlechetteType)
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DEFINE_FIELD(APlayerPawn, DamageFade)
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DEFINE_FIELD(APlayerPawn, ViewBob)
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DEFINE_FIELD(APlayerPawn, curBob)
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DEFINE_FIELD(APlayerPawn, FullHeight)
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DEFINE_FIELD(APlayerPawn, SoundClass)
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DEFINE_FIELD(APlayerPawn, Face)
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@ -177,6 +177,11 @@ struct VMReturn
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Location = loc;
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RegType = REGT_FLOAT;
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}
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void Vec2At(DVector2 *loc)
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{
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Location = loc;
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RegType = REGT_FLOAT | REGT_MULTIREG2;
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}
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void StringAt(FString *loc)
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{
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Location = loc;
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@ -190,6 +195,7 @@ struct VMReturn
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VMReturn() { }
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VMReturn(int *loc) { IntAt(loc); }
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VMReturn(double *loc) { FloatAt(loc); }
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VMReturn(DVector2 *loc) { Vec2At(loc); }
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VMReturn(FString *loc) { StringAt(loc); }
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VMReturn(void **loc) { PointerAt(loc); }
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};
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@ -1265,3 +1265,12 @@ enum IntermissionSequenceType
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FSTATE_InLevel = 2
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};
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enum Bobbing
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{
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Bob_Normal,
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Bob_Inverse,
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Bob_Alpha,
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Bob_InverseAlpha,
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Bob_Smooth,
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Bob_InverseSmooth
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};
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@ -49,6 +49,7 @@ class PlayerPawn : Actor native
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native color DamageFade; // [CW] Fades for when you are being damaged.
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native double ViewBob; // [SP] ViewBob Multiplier
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native double FullHeight;
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native double curBob;
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meta Name HealingRadiusType;
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meta Name InvulMode;
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@ -1939,6 +1940,116 @@ class PlayerPawn : Actor native
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return player.ReadyWeapon;
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}
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//============================================================================
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//
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// P_BobWeapon
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//
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// [RH] Moved this out of A_WeaponReady so that the weapon can bob every
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// tic and not just when A_WeaponReady is called. Not all weapons execute
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// A_WeaponReady every tic, and it looks bad if they don't bob smoothly.
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//
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// [XA] Added new bob styles and exposed bob properties. Thanks, Ryan Cordell!
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// [SP] Added new user option for bob speed
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//
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//============================================================================
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virtual Vector2 BobWeapon (double ticfrac)
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{
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Vector2 p1, p2, r;
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Vector2 result;
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float bobtarget;
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let player = self.player;
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if (!player) return (0, 0);
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let weapon = player.ReadyWeapon;
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if (weapon == null || weapon.bDontBob)
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{
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return (0, 0);
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}
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// [XA] Get the current weapon's bob properties.
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int bobstyle = weapon.BobStyle;
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double BobSpeed = (weapon.BobSpeed * 128);
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double Rangex = weapon.BobRangeX;
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double Rangey = weapon.BobRangeY;
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for (int i = 0; i < 2; i++)
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{
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// Bob the weapon based on movement speed. ([SP] And user's bob speed setting)
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double angle = (BobSpeed * player.GetWBobSpeed() * 35 / TICRATE*(level.time - 1 + i)) * (360. / 8192.);
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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 = double((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)
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{
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curbob = bobtarget;
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}
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else
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{
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double zoom = MAX(1., abs(curbob - bobtarget) / 40);
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if (curbob > bobtarget)
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{
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curbob -= zoom;
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}
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else
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{
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curbob += zoom;
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}
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}
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}
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if (curbob != 0)
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{
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//[SP] Added in decorate player.viewbob checks
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double bobx = (player.bob * Rangex * ViewBob);
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double boby = (player.bob * Rangey * ViewBob);
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switch (bobstyle)
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{
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case Bob_Normal:
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r.X = bobx * cos(angle);
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r.Y = boby * abs(sin(angle));
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break;
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case Bob_Inverse:
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r.X = bobx*cos(angle);
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r.Y = boby * (1. - abs(sin(angle)));
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break;
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case Bob_Alpha:
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r.X = bobx * sin(angle);
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r.Y = boby * abs(sin(angle));
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break;
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case Bob_InverseAlpha:
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r.X = bobx * sin(angle);
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r.Y = boby * (1. - abs(sin(angle)));
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break;
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case Bob_Smooth:
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r.X = bobx*cos(angle);
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r.Y = 0.5f * (boby * (1. - (cos(angle * 2))));
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break;
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case Bob_InverseSmooth:
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r.X = bobx*cos(angle);
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r.Y = 0.5f * (boby * (1. + (cos(angle * 2))));
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}
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}
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else
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{
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r = (0, 0);
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}
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if (i == 0) p1 = r; else p2 = r;
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}
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return p1 * (1. - ticfrac) + p2 * ticfrac;
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}
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//----------------------------------------------------------------------------
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//
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native int GetTeam() const;
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native float GetAutoaim() const;
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native bool GetNoAutostartMap() const;
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native double GetWBobSpeed() const;
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native void SetFOV(float fov);
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native bool GetClassicFlight() const;
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native clearscope bool HasWeaponsInSlot(int slot) const;
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