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https://github.com/ZDoom/qzdoom.git
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add BobWeapon3D
This commit is contained in:
parent
9a1e666303
commit
46d36cf5c7
11 changed files with 262 additions and 70 deletions
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@ -79,6 +79,7 @@ xx(__decorate_internal_float__)
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// Per-actor sound channels (for deprecated PlaySoundEx function) Do not separate this block!!!
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xx(Auto)
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xx(Weapon)
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xx(BobPivot3D)
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xx(Voice)
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xx(Item)
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xx(Body)
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@ -215,6 +215,11 @@ struct VMReturn
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Location = loc;
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RegType = REGT_FLOAT | REGT_MULTIREG2;
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}
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void Vec3At(DVector3 *loc)
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{
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Location = loc;
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RegType = REGT_FLOAT | REGT_MULTIREG3;
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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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@ -229,6 +234,7 @@ struct 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(DVector3 *loc) { Vec3At(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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@ -641,6 +641,26 @@ void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
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*x = *y = 0;
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}
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void P_BobWeapon3D (player_t *player, FVector3 *translation, FVector3 *rotation, double ticfrac) {
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IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, BobWeapon3D)
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{
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VMValue param[] = { player->mo, ticfrac };
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DVector3 t, r;
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VMReturn returns[2];
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returns[0].Vec3At(&t);
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returns[1].Vec3At(&r);
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VMCall(func, param, 2, returns, 2);
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translation->X = (float)t.X;
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translation->Y = (float)t.Y;
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translation->Z = (float)t.Z;
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rotation->X = (float)r.X;
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rotation->Y = (float)r.Y;
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rotation->Z = (float)r.Z;
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return;
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}
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*translation = *rotation = {};
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_CheckWeaponButtons
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@ -156,6 +156,7 @@ void P_SetPsprite(player_t *player, PSPLayers id, FState *state, bool pending =
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void P_BringUpWeapon (player_t *player);
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void P_FireWeapon (player_t *player);
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void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac);
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void P_BobWeapon3D (player_t *player, FVector3 *translation, FVector3 *rotation, double ticfrac);
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DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget = NULL, int aimflags = 0);
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AActor *P_AimTarget(AActor *mo);
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@ -193,10 +193,9 @@ void RenderModel(FModelRenderer *renderer, float x, float y, float z, FSpriteMod
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renderer->EndDrawModel(actor->RenderStyle, smf);
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}
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void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float ofsY)
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void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, FVector3 translation, FVector3 rotation, FVector3 rotation_pivot, FSpriteModelFrame *smf)
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{
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AActor * playermo = players[consoleplayer].camera;
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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// [BB] No model found for this sprite, so we can't render anything.
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if (smf == nullptr)
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@ -221,8 +220,19 @@ void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, float ofsX, float o
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objectToWorldMatrix.translate(smf->xoffset / smf->xscale, smf->zoffset / smf->zscale, smf->yoffset / smf->yscale);
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// [BB] Weapon bob, very similar to the normal Doom weapon bob.
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objectToWorldMatrix.rotate(ofsX / 4, 0, 1, 0);
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objectToWorldMatrix.rotate((ofsY - WEAPONTOP) / -4., 1, 0, 0);
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objectToWorldMatrix.translate(rotation_pivot.X, rotation_pivot.Y, rotation_pivot.Z);
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objectToWorldMatrix.rotate(rotation.X, 0, 1, 0);
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objectToWorldMatrix.rotate(rotation.Y, 1, 0, 0);
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objectToWorldMatrix.rotate(rotation.Z, 0, 0, 1);
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objectToWorldMatrix.translate(-rotation_pivot.X, -rotation_pivot.Y, -rotation_pivot.Z);
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objectToWorldMatrix.translate(translation.X, translation.Y, translation.Z);
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// [BB] For some reason the jDoom models need to be rotated.
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objectToWorldMatrix.rotate(90.f, 0, 1, 0);
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@ -110,7 +110,7 @@ void BSPWalkCircle(FLevelLocals *Level, float x, float y, float radiusSquared, c
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}
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void RenderModel(FModelRenderer* renderer, float x, float y, float z, FSpriteModelFrame* smf, AActor* actor, double ticFrac);
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void RenderHUDModel(FModelRenderer* renderer, DPSprite* psp, float ofsX, float ofsY);
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void RenderHUDModel(FModelRenderer* renderer, DPSprite* psp, FVector3 translation, FVector3 rotation, FVector3 rotation_pivot, FSpriteModelFrame *smf);
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EXTERN_CVAR(Float, cl_scaleweaponfov)
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@ -216,6 +216,9 @@ private:
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float GetFogDensity(int lightlevel, PalEntry fogcolor, int sectorfogdensity, int blendfactor);
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bool CheckFog(sector_t *frontsector, sector_t *backsector);
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WeaponLighting GetWeaponLighting(sector_t *viewsector, const DVector3 &pos, int cm, area_t in_area, const DVector3 &playerpos);
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void PreparePlayerSprites2D(sector_t * viewsector, area_t in_area);
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void PreparePlayerSprites3D(sector_t * viewsector, area_t in_area);
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public:
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void SetCameraPos(const DVector3 &pos)
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@ -89,7 +89,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
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state.AlphaFunc(Alpha_GEqual, 0);
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FHWModelRenderer renderer(this, state, huds->lightindex);
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RenderHUDModel(&renderer, huds->weapon, huds->mx, huds->my);
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RenderHUDModel(&renderer, huds->weapon, huds->translation, huds->rotation + FVector3(huds->mx / 4., (huds->my - WEAPONTOP) / 4., 0), FVector3(0, 0, 0), huds->mframe);
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state.SetVertexBuffer(screen->mVertexData);
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}
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else
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@ -157,9 +157,9 @@ static bool isBright(DPSprite *psp)
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//
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//==========================================================================
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static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
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static WeaponPosition2D GetWeaponPosition2D(player_t *player, double ticFrac)
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{
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WeaponPosition w;
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WeaponPosition2D w;
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P_BobWeapon(player, &w.bobx, &w.boby, ticFrac);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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@ -184,13 +184,53 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
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return w;
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}
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static WeaponPosition3D GetWeaponPosition3D(player_t *player, double ticFrac)
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{
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WeaponPosition3D w;
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P_BobWeapon3D(player, &w.translation, &w.rotation, ticFrac);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((w.weapon = player->FindPSprite(PSP_WEAPON)) != nullptr)
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{
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if (w.weapon->firstTic)
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{
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w.wx = (float)w.weapon->x;
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w.wy = (float)w.weapon->y;
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}
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else
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{
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w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
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w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
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}
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auto weaponActor = w.weapon->GetCaller();
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if(weaponActor && weaponActor->IsKindOf(NAME_Weapon))
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{
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DVector3 *dPivot = (DVector3*) weaponActor->ScriptVar(NAME_BobPivot3D, nullptr);
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w.pivot.X = (float) dPivot->X;
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w.pivot.Y = (float) dPivot->Y;
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w.pivot.Z = (float) dPivot->Z;
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}
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else
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{
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w.pivot = FVector3(0,0,0);
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}
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}
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else
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{
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w.wx = 0;
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w.wy = 0;
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w.pivot = FVector3(0,0,0);
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}
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return w;
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}
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//==========================================================================
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//
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// Bobbing
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//
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//==========================================================================
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static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac)
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static FVector2 BobWeapon2D(WeaponPosition2D &weap, DPSprite *psp, double ticFrac)
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{
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if (psp->firstTic)
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{ // Can't interpolate the first tic.
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@ -215,6 +255,37 @@ static FVector2 BobWeapon(WeaponPosition &weap, DPSprite *psp, double ticFrac)
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return { sx, sy };
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}
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static FVector2 BobWeapon3D(WeaponPosition3D &weap, DPSprite *psp, FVector3 &translation, FVector3 &rotation, FVector3 &pivot, double ticFrac)
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{
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if (psp->firstTic)
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{ // Can't interpolate the first tic.
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psp->firstTic = false;
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psp->ResetInterpolation();
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}
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float sx = float(psp->oldx + (psp->x - psp->oldx) * ticFrac);
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float sy = float(psp->oldy + (psp->y - psp->oldy) * ticFrac);
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float sz = 0;
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if (psp->Flags & PSPF_ADDBOB)
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{
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translation = (psp->Flags & PSPF_MIRROR) ? FVector3(-weap.translation.X, weap.translation.Y, weap.translation.Z) : weap.translation ; // TODO handle PSPF_MIRROR?
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rotation = weap.rotation;
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pivot = weap.pivot;
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}
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else
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{
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translation = rotation = pivot = FVector3(0,0,0);
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}
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if (psp->Flags & PSPF_ADDWEAPON && psp->GetID() != PSP_WEAPON)
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{
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sx += weap.wx;
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sy += weap.wy;
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}
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return { sx, sy };
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}
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//==========================================================================
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//
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// Lighting
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@ -587,11 +658,119 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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// R_DrawPlayerSprites
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//
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//==========================================================================
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void HWDrawInfo::PreparePlayerSprites2D(sector_t * viewsector, area_t in_area)
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{
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AActor * playermo = players[consoleplayer].camera;
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player_t * player = playermo->player;
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const auto &vp = Viewpoint;
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AActor *camera = vp.camera;
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WeaponPosition2D weap = GetWeaponPosition2D(camera->player, vp.TicFrac);
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WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());
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// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
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// light mode here to draw the weapon sprite.
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auto oldlightmode = lightmode;
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if (isSoftwareLighting()) SetFallbackLightMode();
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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if (!psp->GetState()) continue;
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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// 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.
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if (smf) continue;
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HUDSprite hudsprite;
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hudsprite.owner = playermo;
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hudsprite.mframe = smf;
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hudsprite.weapon = psp;
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if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
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FVector2 spos = BobWeapon2D(weap, psp, vp.TicFrac);
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hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
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hudsprite.lightindex = -1;
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// set the lighting parameters
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if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && Level->HasDynamicLights && !isFullbrightScene() && gl_light_sprites)
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{
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GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb);
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}
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if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, vp.TicFrac)) continue;
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hudsprites.Push(hudsprite);
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}
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lightmode = oldlightmode;
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}
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void HWDrawInfo::PreparePlayerSprites3D(sector_t * viewsector, area_t in_area)
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{
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AActor * playermo = players[consoleplayer].camera;
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player_t * player = playermo->player;
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const auto &vp = Viewpoint;
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AActor *camera = vp.camera;
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WeaponPosition3D weap = GetWeaponPosition3D(camera->player, vp.TicFrac);
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WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());
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// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
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// light mode here to draw the weapon sprite.
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auto oldlightmode = lightmode;
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if (isSoftwareLighting()) SetFallbackLightMode();
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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if (!psp->GetState()) continue;
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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// 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.
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if (!smf) continue;
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HUDSprite hudsprite;
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hudsprite.owner = playermo;
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hudsprite.mframe = smf;
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hudsprite.weapon = psp;
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if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
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//FVector2 spos = BobWeapon3D(weap, psp, hudsprite.translation, hudsprite.rotation, hudsprite.pivot, vp.TicFrac);
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FVector2 spos = BobWeapon3D(weap, psp, hudsprite.translation, hudsprite.rotation, hudsprite.pivot, vp.TicFrac);
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hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
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hudsprite.lightindex = -1;
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// set the lighting parameters
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if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && Level->HasDynamicLights && !isFullbrightScene() && gl_light_sprites)
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{
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hw_GetDynModelLight(playermo, lightdata);
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hudsprite.lightindex = screen->mLights->UploadLights(lightdata);
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LightProbe* probe = FindLightProbe(playermo->Level, playermo->X(), playermo->Y(), playermo->Center());
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if (probe)
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{
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hudsprite.dynrgb[0] = probe->Red;
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hudsprite.dynrgb[1] = probe->Green;
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hudsprite.dynrgb[2] = probe->Blue;
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}
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}
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// [BB] In the HUD model step we just render the model and break out.
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hudsprite.mx = spos.X;
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hudsprite.my = spos.Y;
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hudsprites.Push(hudsprite);
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}
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lightmode = oldlightmode;
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}
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void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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{
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bool brightflash = false;
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AActor * playermo = players[consoleplayer].camera;
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player_t * player = playermo->player;
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@ -608,67 +787,16 @@ void HWDrawInfo::PreparePlayerSprites(sector_t * viewsector, area_t in_area)
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return;
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const bool hudModelStep = IsHUDModelForPlayerAvailable(camera->player);
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WeaponPosition weap = GetWeaponPosition(camera->player, vp.TicFrac);
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WeaponLighting light = GetWeaponLighting(viewsector, vp.Pos, isFullbrightScene(), in_area, camera->Pos());
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// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
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// light mode here to draw the weapon sprite.
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auto oldlightmode = lightmode;
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if (isSoftwareLighting()) SetFallbackLightMode();
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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if(hudModelStep)
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{
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if (!psp->GetState()) continue;
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller->modelData != nullptr ? psp->Caller->modelData->modelDef != NAME_None ? PClass::FindActor(psp->Caller->modelData->modelDef) : psp->Caller->GetClass() : psp->Caller->GetClass(), psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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// 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.
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if (smf && !hudModelStep) continue;
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if (!smf && hudModelStep) continue;
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HUDSprite hudsprite;
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hudsprite.owner = playermo;
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hudsprite.mframe = smf;
|
||||
hudsprite.weapon = psp;
|
||||
|
||||
if (!hudsprite.GetWeaponRenderStyle(psp, camera, viewsector, light)) continue;
|
||||
|
||||
FVector2 spos = BobWeapon(weap, psp, vp.TicFrac);
|
||||
|
||||
hudsprite.dynrgb[0] = hudsprite.dynrgb[1] = hudsprite.dynrgb[2] = 0;
|
||||
hudsprite.lightindex = -1;
|
||||
// set the lighting parameters
|
||||
if (hudsprite.RenderStyle.BlendOp != STYLEOP_Shadow && Level->HasDynamicLights && !isFullbrightScene() && gl_light_sprites)
|
||||
{
|
||||
if (!hudModelStep)
|
||||
{
|
||||
GetDynSpriteLight(playermo, nullptr, hudsprite.dynrgb);
|
||||
}
|
||||
else
|
||||
{
|
||||
hw_GetDynModelLight(playermo, lightdata);
|
||||
hudsprite.lightindex = screen->mLights->UploadLights(lightdata);
|
||||
LightProbe* probe = FindLightProbe(playermo->Level, playermo->X(), playermo->Y(), playermo->Center());
|
||||
if (probe)
|
||||
{
|
||||
hudsprite.dynrgb[0] = probe->Red;
|
||||
hudsprite.dynrgb[1] = probe->Green;
|
||||
hudsprite.dynrgb[2] = probe->Blue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// [BB] In the HUD model step we just render the model and break out.
|
||||
if (hudModelStep)
|
||||
{
|
||||
hudsprite.mx = spos.X;
|
||||
hudsprite.my = spos.Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!hudsprite.GetWeaponRect(this, psp, spos.X, spos.Y, player, vp.TicFrac)) continue;
|
||||
}
|
||||
hudsprites.Push(hudsprite);
|
||||
PreparePlayerSprites3D(viewsector,in_area);
|
||||
}
|
||||
lightmode = oldlightmode;
|
||||
else
|
||||
{
|
||||
PreparePlayerSprites2D(viewsector,in_area);
|
||||
}
|
||||
|
||||
PrepareTargeterSprites(vp.TicFrac);
|
||||
}
|
||||
|
||||
|
|
|
@ -11,13 +11,25 @@ struct HWDrawInfo;
|
|||
class FGameTexture;
|
||||
|
||||
|
||||
struct WeaponPosition
|
||||
struct WeaponPosition2D
|
||||
{
|
||||
float wx, wy;
|
||||
float bobx, boby;
|
||||
DPSprite *weapon;
|
||||
};
|
||||
|
||||
struct WeaponPosition3D
|
||||
{
|
||||
float wx,
|
||||
wy;
|
||||
|
||||
FVector3 translation,
|
||||
rotation,
|
||||
pivot;
|
||||
|
||||
DPSprite *weapon;
|
||||
};
|
||||
|
||||
struct WeaponLighting
|
||||
{
|
||||
FColormap cm;
|
||||
|
@ -43,6 +55,8 @@ struct HUDSprite
|
|||
float mx, my;
|
||||
float dynrgb[3];
|
||||
|
||||
FVector3 rotation, translation, pivot;
|
||||
|
||||
int lightindex;
|
||||
|
||||
void SetBright(bool isbelow);
|
||||
|
|
|
@ -37,6 +37,8 @@ class Weapon : StateProvider
|
|||
// AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works
|
||||
meta int SlotNumber;
|
||||
meta double SlotPriority;
|
||||
|
||||
Vector3 BobPivot3D; // Pivot used for BobWeapon3D
|
||||
|
||||
property AmmoGive: AmmoGive1;
|
||||
property AmmoGive1: AmmoGive1;
|
||||
|
@ -63,6 +65,7 @@ class Weapon : StateProvider
|
|||
property SlotNumber: SlotNumber;
|
||||
property SlotPriority: SlotPriority;
|
||||
property LookScale: LookScale;
|
||||
property BobPivot3D : BobPivot3D;
|
||||
|
||||
flagdef NoAutoFire: WeaponFlags, 0; // weapon does not autofire
|
||||
flagdef ReadySndHalf: WeaponFlags, 1; // ready sound is played ~1/2 the time
|
||||
|
@ -102,6 +105,7 @@ class Weapon : StateProvider
|
|||
Weapon.WeaponScaleY 1.2;
|
||||
Weapon.SlotNumber -1;
|
||||
Weapon.SlotPriority 32767;
|
||||
Weapon.BobPivot3D (0.0, 0.0, 0.0);
|
||||
+WEAPONSPAWN
|
||||
DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
|
||||
}
|
||||
|
|
|
@ -2437,6 +2437,11 @@ class PlayerPawn : Actor
|
|||
}
|
||||
return p1 * (1. - ticfrac) + p2 * ticfrac;
|
||||
}
|
||||
|
||||
virtual Vector3 /*translation*/ , Vector3 /*rotation*/ BobWeapon3D (double ticfrac)
|
||||
{
|
||||
return (0, 0, 0) , (BobWeapon(ticfrac) / 4, 0);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue