mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
Merge remote-tracking branch 'remotes/origin/master' into vulkan2
This commit is contained in:
commit
54efbf3edd
6 changed files with 15 additions and 6 deletions
|
@ -756,10 +756,15 @@ static int LookAdjust(int look)
|
|||
if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
|
||||
players[consoleplayer].ReadyWeapon != NULL) // No adjustment if no weapon.
|
||||
{
|
||||
auto scale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_FOVScale);
|
||||
if (scale > 0) // No adjustment if it is non-positive.
|
||||
auto FOVScale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_FOVScale);
|
||||
auto LookScale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_LookScale);
|
||||
if (FOVScale > 0) // No adjustment if it is non-positive.
|
||||
{
|
||||
look = int(look * scale);
|
||||
look = int(look * FOVScale);
|
||||
}
|
||||
if (LookScale > 0) // No adjustment if it is non-positive.
|
||||
{
|
||||
look = int(look * LookScale);
|
||||
}
|
||||
}
|
||||
return look;
|
||||
|
|
|
@ -2019,7 +2019,7 @@ void FMapInfoParser::ParseEpisodeInfo ()
|
|||
{
|
||||
ParseAssign();
|
||||
sc.MustGetString ();
|
||||
name = sc.String;
|
||||
name = strbin1(sc.String);
|
||||
}
|
||||
else if (sc.Compare ("picname"))
|
||||
{
|
||||
|
|
|
@ -214,7 +214,7 @@ void FMapInfoParser::ParseSkill ()
|
|||
{
|
||||
ParseAssign();
|
||||
sc.MustGetString ();
|
||||
skill.MenuName = sc.String;
|
||||
skill.MenuName = strbin1(sc.String);
|
||||
}
|
||||
else if (sc.Compare("PlayerClassName"))
|
||||
{
|
||||
|
|
|
@ -24,6 +24,7 @@
|
|||
#include "r_defs.h"
|
||||
#include "p_setup.h"
|
||||
#include "gi.h"
|
||||
#include "cmdlib.h"
|
||||
|
||||
FName MakeEndPic(const char *string);
|
||||
|
||||
|
@ -231,7 +232,7 @@ static int ParseStandardProperty(FScanner &scanner, UMapEntry *mape)
|
|||
// add the given episode
|
||||
FEpisode epi;
|
||||
|
||||
epi.mEpisodeName = split[1];
|
||||
epi.mEpisodeName = strbin1(split[1]);
|
||||
epi.mEpisodeMap = mape->MapName;
|
||||
epi.mPicName = split[0];
|
||||
epi.mShortcut = split[2][0];
|
||||
|
|
|
@ -1029,6 +1029,7 @@ xx(Kickback)
|
|||
xx(MinSelAmmo1)
|
||||
xx(bDehAmmo)
|
||||
xx(FOVScale)
|
||||
xx(LookScale)
|
||||
xx(YAdjust)
|
||||
xx(Crosshair)
|
||||
xx(WeaponFlags)
|
||||
|
|
|
@ -28,6 +28,7 @@ class Weapon : StateProvider
|
|||
Ammo Ammo1, Ammo2; // In-inventory instance variables
|
||||
Weapon SisterWeapon;
|
||||
double FOVScale;
|
||||
double LookScale; // Multiplier for look sensitivity (like FOV scaling but without the zooming)
|
||||
int Crosshair; // 0 to use player's crosshair
|
||||
bool GivenAsMorphWeapon;
|
||||
bool bAltFire; // Set when this weapon's alternate fire is used.
|
||||
|
@ -58,6 +59,7 @@ class Weapon : StateProvider
|
|||
property BobRangeY: BobRangeY;
|
||||
property SlotNumber: SlotNumber;
|
||||
property SlotPriority: SlotPriority;
|
||||
property LookScale: LookScale;
|
||||
|
||||
flagdef NoAutoFire: WeaponFlags, 0; // weapon does not autofire
|
||||
flagdef ReadySndHalf: WeaponFlags, 1; // ready sound is played ~1/2 the time
|
||||
|
|
Loading…
Reference in a new issue