mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-27 14:32:08 +00:00
Added A_OverlayPivotAlign and A_OverlayVertexOffset.
A_OverlayPivotAlign(int layer, int halign, int valign) - Aligns the pivot point origin to a corner of the PSprite before applying offsets. - - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>. - - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>. - - Default is top left. A_OverlayVertexOffset(int layer, int index, double x, double y, int flags) - Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit. - - index: The index of the vertice. Valid ranges are between [0,3]. - - x/y: Offsets of vertices. - - flags: Takes WOF_ flags. Other changes: - Removed pivot point interpolation since it's pointless. - Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission. - Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0. Nearly ready now. Just some final testing needed.
This commit is contained in:
parent
42902959a8
commit
7c4c0163a3
10 changed files with 206 additions and 90 deletions
|
@ -134,17 +134,21 @@ DEFINE_FIELD(DPSprite, oldx)
|
|||
DEFINE_FIELD(DPSprite, oldy)
|
||||
DEFINE_FIELD(DPSprite, px)
|
||||
DEFINE_FIELD(DPSprite, py)
|
||||
DEFINE_FIELD(DPSprite, oldpx)
|
||||
DEFINE_FIELD(DPSprite, oldpy)
|
||||
DEFINE_FIELD(DPSprite, scalex)
|
||||
DEFINE_FIELD(DPSprite, scaley)
|
||||
DEFINE_FIELD(DPSprite, oldscalex)
|
||||
DEFINE_FIELD(DPSprite, oldscaley)
|
||||
DEFINE_FIELD(DPSprite, rotation)
|
||||
DEFINE_FIELD(DPSprite, oldrotation)
|
||||
DEFINE_FIELD_NAMED(DPSprite, Coord[0], Coord0)
|
||||
DEFINE_FIELD_NAMED(DPSprite, Coord[1], Coord1)
|
||||
DEFINE_FIELD_NAMED(DPSprite, Coord[2], Coord2)
|
||||
DEFINE_FIELD_NAMED(DPSprite, Coord[3], Coord3)
|
||||
DEFINE_FIELD(DPSprite, firstTic)
|
||||
DEFINE_FIELD(DPSprite, Tics)
|
||||
DEFINE_FIELD(DPSprite, Translation)
|
||||
DEFINE_FIELD(DPSprite, HAlign)
|
||||
DEFINE_FIELD(DPSprite, VAlign)
|
||||
DEFINE_FIELD(DPSprite, alpha)
|
||||
DEFINE_FIELD_BIT(DPSprite, Flags, bAddWeapon, PSPF_ADDWEAPON)
|
||||
DEFINE_FIELD_BIT(DPSprite, Flags, bAddBob, PSPF_ADDBOB)
|
||||
|
@ -154,7 +158,6 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bFlip, PSPF_FLIP)
|
|||
DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
|
||||
DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED)
|
||||
DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT)
|
||||
DEFINE_FIELD_BIT(DPSprite, Flags, bPivotScreen, PSPF_PIVOTSCREEN)
|
||||
|
||||
//------------------------------------------------------------------------
|
||||
//
|
||||
|
@ -180,11 +183,14 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
|
|||
px(.0), py(.0),
|
||||
rotation(.0),
|
||||
oldscalex(.0), oldscaley(.0),
|
||||
oldpx(.0), oldpy(.0),
|
||||
oldrotation(.0),
|
||||
PivotPercent(true),
|
||||
PivotScreen(false)
|
||||
HAlign(0),
|
||||
VAlign(0)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
Coord[i] = DVector2(0,0);
|
||||
|
||||
alpha = 1;
|
||||
Renderstyle = STYLE_Normal;
|
||||
|
||||
|
@ -657,11 +663,7 @@ DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
|
|||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_OverlayScale
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
|
||||
enum WOFFlags
|
||||
{
|
||||
|
@ -673,6 +675,41 @@ enum WOFFlags
|
|||
WOF_ZEROY = 1 << 5,
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_OverlayVertexOffset
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_OverlayVertexOffset)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE(AActor);
|
||||
PARAM_INT(layer)
|
||||
PARAM_INT(index)
|
||||
PARAM_FLOAT(x)
|
||||
PARAM_FLOAT(y)
|
||||
PARAM_INT(flags)
|
||||
|
||||
if (index < 0 || index > 3 || ((flags & WOF_KEEPX) && (flags & WOF_KEEPY)) || !ACTION_CALL_FROM_PSPRITE())
|
||||
return 0;
|
||||
|
||||
DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
|
||||
|
||||
if (pspr == nullptr)
|
||||
return 0;
|
||||
|
||||
if (!(flags & WOF_KEEPX)) pspr->Coord[index].X = x;
|
||||
if (!(flags & WOF_KEEPY)) pspr->Coord[index].Y = y;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_OverlayScale
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_OverlayScale)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE(AActor);
|
||||
|
@ -771,12 +808,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivot)
|
|||
if (!(flags & WOF_KEEPY))
|
||||
pspr->py = (flags & WOF_ADD) ? pspr->py + wy : wy;
|
||||
|
||||
if (!(flags & WOF_INTERPOLATE))
|
||||
{
|
||||
pspr->oldpx = pspr->px;
|
||||
pspr->oldpy = pspr->py;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -889,6 +920,28 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
|
|||
return 0;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivotAlign)
|
||||
{
|
||||
PARAM_ACTION_PROLOGUE(AActor);
|
||||
PARAM_INT(layer);
|
||||
PARAM_INT(halign);
|
||||
PARAM_INT(valign);
|
||||
|
||||
if (!ACTION_CALL_FROM_PSPRITE())
|
||||
return 0;
|
||||
|
||||
DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
|
||||
|
||||
if (pspr != nullptr)
|
||||
{
|
||||
if (halign >= PSPA_LEFT && halign <= PSPA_RIGHT)
|
||||
pspr->HAlign |= halign;
|
||||
if (valign >= PSPA_TOP && valign <= PSPA_BOTTOM)
|
||||
pspr->VAlign |= valign;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// PROC A_OverlayTranslation
|
||||
|
@ -1211,6 +1264,16 @@ void DPSprite::Serialize(FSerializer &arc)
|
|||
("oldx", oldx)
|
||||
("oldy", oldy)
|
||||
("alpha", alpha)
|
||||
("px", px)
|
||||
("py", py)
|
||||
("scalex", scalex)
|
||||
("scaley", scaley)
|
||||
("oldscalex", oldscalex)
|
||||
("oldscaley", oldscaley)
|
||||
("rotation", rotation)
|
||||
("oldrotation", oldrotation)
|
||||
("halign", HAlign)
|
||||
("valign", VAlign)
|
||||
("renderstyle_", Renderstyle); // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
|
||||
}
|
||||
|
||||
|
|
|
@ -72,7 +72,15 @@ enum PSPFlags
|
|||
PSPF_MIRROR = 1 << 9,
|
||||
PSPF_PLAYERTRANSLATED = 1 << 10,
|
||||
PSPF_PIVOTPERCENT = 1 << 11,
|
||||
PSPF_PIVOTSCREEN = 1 << 12,
|
||||
};
|
||||
|
||||
enum PSPAlign
|
||||
{
|
||||
PSPA_TOP = 0,
|
||||
PSPA_CENTER,
|
||||
PSPA_BOTTOM,
|
||||
PSPA_LEFT = PSPA_TOP,
|
||||
PSPA_RIGHT = 2
|
||||
};
|
||||
|
||||
class DPSprite : public DObject
|
||||
|
@ -99,16 +107,16 @@ public:
|
|||
std::pair<FRenderStyle, float> GetRenderStyle(FRenderStyle ownerstyle, double owneralpha);
|
||||
float GetYAdjust(bool fullscreen);
|
||||
|
||||
bool PivotScreen; // If true, the pivot is based on the entire screen width/height instead of the image's dimensions/position.
|
||||
int HAlign, VAlign; // Horizontal and vertical alignment
|
||||
bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
|
||||
double px, py; // pivot points
|
||||
double oldpx, oldpy;
|
||||
double rotation; // How much rotation to apply.
|
||||
double oldrotation;
|
||||
double scalex, scaley; // Scale
|
||||
double oldscalex, oldscaley;
|
||||
double x, y, alpha;
|
||||
double oldx, oldy;
|
||||
DVector2 Coord[4];
|
||||
bool firstTic;
|
||||
int Tics;
|
||||
uint32_t Translation;
|
||||
|
|
|
@ -171,16 +171,12 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
|
|||
w.wy = (float)w.weapon->y;
|
||||
w.sx = (float)w.weapon->scalex;
|
||||
w.sy = (float)w.weapon->scaley;
|
||||
w.px = (float)w.weapon->px;
|
||||
w.py = (float)w.weapon->py;
|
||||
w.r = (float)w.weapon->rotation;
|
||||
}
|
||||
else
|
||||
{
|
||||
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
|
||||
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
|
||||
w.px = (float)(w.weapon->oldpx + (w.weapon->px - w.weapon->oldpx) * ticFrac);
|
||||
w.py = (float)(w.weapon->oldpy + (w.weapon->py - w.weapon->oldpy) * ticFrac);
|
||||
w.sx = (float)(w.weapon->oldscalex + (w.weapon->scalex - w.weapon->oldscalex) * ticFrac);
|
||||
w.sy = (float)(w.weapon->oldscaley + (w.weapon->scaley - w.weapon->oldscaley) * ticFrac);
|
||||
w.r = (float)(w.weapon->oldrotation + (w.weapon->rotation - w.weapon->oldrotation) * ticFrac);
|
||||
|
@ -190,8 +186,6 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
|
|||
{
|
||||
w.wx = 0;
|
||||
w.wy = 0;
|
||||
w.px = 0;
|
||||
w.py = 0;
|
||||
w.sx = 0;
|
||||
w.sy = 0;
|
||||
w.r = 0;
|
||||
|
@ -487,8 +481,21 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
|
||||
// [MC] Code copied from DTA_Rotate
|
||||
// Big thanks to IvanDobrovski who helped me modify this.
|
||||
|
||||
FVector2 c[4];
|
||||
c[0] = FVector2(x1, y1);
|
||||
c[1] = FVector2(x1, y2);
|
||||
c[2] = FVector2(x2, y1);
|
||||
c[3] = FVector2(x2, y2);
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
c[i] += FVector2(psp->Coord[i].X * scalex, psp->Coord[i].Y * scale);
|
||||
|
||||
if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
|
||||
{
|
||||
if (psp->scalex == 0.0 || psp->scaley == 0.0)
|
||||
return false;
|
||||
|
||||
FAngle rot = float(psp->rotation);
|
||||
rot.Normalized360();
|
||||
float cosang = rot.Cos();
|
||||
|
@ -496,68 +503,61 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
|
|||
float px = float(psp->px);
|
||||
float py = float(psp->py);
|
||||
|
||||
float xcenter, ycenter;
|
||||
float width = MAX(x1, x2) - MIN(x1, x2);
|
||||
float height = MAX(y1, y2) - MIN(y1, y2);
|
||||
if (psp->Flags & PSPF_PIVOTSCREEN)
|
||||
float anchorx, anchory, xcenter, ycenter;
|
||||
float minx = MIN(x1, x2);
|
||||
float miny = MIN(y1, y2);
|
||||
float width = MAX(x1, x2) - minx;
|
||||
float height = MAX(y1, y2) - miny;
|
||||
|
||||
switch (psp->VAlign)
|
||||
{
|
||||
if (psp->Flags & PSPF_PIVOTPERCENT)
|
||||
{
|
||||
xcenter = vw * px + viewwindowx;
|
||||
ycenter = vh * py + viewwindowy;
|
||||
}
|
||||
else
|
||||
{
|
||||
xcenter = vw * 0.5 + viewwindowx + px;
|
||||
ycenter = vh * 0.5 + viewwindowy + py;
|
||||
}
|
||||
default:
|
||||
case PSPA_TOP: anchory = 0.0; break;
|
||||
case PSPA_CENTER: anchory = 0.5; break;
|
||||
case PSPA_BOTTOM: anchory = 1.0; break;
|
||||
}
|
||||
|
||||
switch (psp->HAlign)
|
||||
{
|
||||
default:
|
||||
case PSPA_LEFT: anchorx = 0.0; break;
|
||||
case PSPA_CENTER: anchorx = 0.5; break;
|
||||
case PSPA_RIGHT: anchorx = 1.0; break;
|
||||
}
|
||||
|
||||
if (psp->Flags & PSPF_PIVOTPERCENT)
|
||||
{
|
||||
xcenter = minx + (width * anchorx + width * px);
|
||||
ycenter = miny + (height * anchory + height * py);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (psp->Flags & PSPF_PIVOTPERCENT)
|
||||
{
|
||||
xcenter = (x1 + width * px);
|
||||
ycenter = (y1 + height * py);
|
||||
}
|
||||
else
|
||||
{
|
||||
xcenter = (x1 + width * 0.5) + px;
|
||||
ycenter = (y1 + height * 0.5) - py;
|
||||
}
|
||||
xcenter = minx + (width * anchorx + scalex * px);
|
||||
ycenter = miny + (height * anchory + scale * py);
|
||||
}
|
||||
|
||||
x1 -= xcenter;
|
||||
y1 -= ycenter;
|
||||
|
||||
x2 -= xcenter;
|
||||
y2 -= ycenter;
|
||||
|
||||
|
||||
float ssx = float(psp->scalex);
|
||||
float ssy = float(psp->scaley);
|
||||
|
||||
float xx1 = xcenter + ssx * (x1 * cosang + y1 * sinang);
|
||||
float xx2 = xcenter + ssx * (x1 * cosang + y2 * sinang);
|
||||
float xx3 = xcenter + ssx * (x2 * cosang + y1 * sinang);
|
||||
float xx4 = xcenter + ssx * (x2 * cosang + y2 * sinang);
|
||||
|
||||
float yy1 = ycenter - ssy * (x1 * sinang - y1 * cosang);
|
||||
float yy2 = ycenter - ssy * (x1 * sinang - y2 * cosang);
|
||||
float yy3 = ycenter - ssy * (x2 * sinang - y1 * cosang);
|
||||
float yy4 = ycenter - ssy * (x2 * sinang - y2 * cosang);
|
||||
|
||||
|
||||
verts.first[0].Set(xx1, yy1, 0, u1, v1);
|
||||
verts.first[1].Set(xx2, yy2, 0, u1, v2);
|
||||
verts.first[2].Set(xx3, yy3, 0, u2, v1);
|
||||
verts.first[3].Set(xx4, yy4, 0, u2, v2);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
verts.first[0].Set(x1, y1, 0, u1, v1);
|
||||
verts.first[1].Set(x1, y2, 0, u1, v2);
|
||||
verts.first[2].Set(x2, y1, 0, u2, v1);
|
||||
verts.first[3].Set(x2, y2, 0, u2, v2);
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
c[i] -= {xcenter, ycenter};
|
||||
float xx = xcenter + ssx * (c[i].X * cosang + c[i].Y * sinang);
|
||||
float yy = ycenter - ssy * (c[i].X * sinang - c[i].Y * cosang);
|
||||
c[i] = {xx, yy};
|
||||
}
|
||||
}
|
||||
|
||||
verts.first[0].Set(c[0].X, c[0].Y, 0, u1, v1);
|
||||
verts.first[1].Set(c[1].X, c[1].Y, 0, u1, v2);
|
||||
verts.first[2].Set(c[2].X, c[2].Y, 0, u2, v1);
|
||||
verts.first[3].Set(c[3].X, c[3].Y, 0, u2, v2);
|
||||
|
||||
texture = tex;
|
||||
return true;
|
||||
|
|
|
@ -16,7 +16,6 @@ struct WeaponPosition
|
|||
float wx, wy;
|
||||
float bobx, boby;
|
||||
float sx, sy;
|
||||
float px, py;
|
||||
float r;
|
||||
DPSprite *weapon;
|
||||
};
|
||||
|
|
|
@ -1186,6 +1186,8 @@ class Actor : Thinker native
|
|||
action native void A_OverlayScale(int layer, double wx = 1, double wy = 0, int flags = 0);
|
||||
action native void A_OverlayRotate(int layer, double degrees = 0, int flags = 0);
|
||||
action native void A_OverlayPivot(int layer, double wx = 0.5, double wy = 0.5, int flags = 0);
|
||||
action native void A_OverlayPivotAlign(int layer, int halign, int valign);
|
||||
action native void A_OverlayVertexOffset(int layer, int index, double x, double y, int flags = 0);
|
||||
action native void A_OverlayOffset(int layer = PSP_WEAPON, double wx = 0, double wy = 32, int flags = 0);
|
||||
action native void A_OverlayFlags(int layer, int flags, bool set);
|
||||
action native void A_OverlayAlpha(int layer, double alph);
|
||||
|
|
|
@ -60,6 +60,7 @@ class Beak : Weapon
|
|||
if (psp)
|
||||
{
|
||||
psp.y = WEAPONTOP;
|
||||
ResetPSprite(psp);
|
||||
}
|
||||
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
|
||||
}
|
||||
|
|
|
@ -213,6 +213,20 @@ class Weapon : StateProvider
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
action void ResetPSprite(PSprite psp)
|
||||
{
|
||||
if (!psp) return;
|
||||
psp.rotation = 0;
|
||||
psp.scalex = 1.0;
|
||||
psp.scaley = 1.0;
|
||||
psp.valign = 0;
|
||||
psp.halign = 0;
|
||||
psp.Coord0 = (0,0);
|
||||
psp.Coord1 = (0,0);
|
||||
psp.Coord2 = (0,0);
|
||||
psp.Coord3 = (0,0);
|
||||
}
|
||||
|
||||
action void A_Lower(int lowerspeed = 6)
|
||||
{
|
||||
let player = player;
|
||||
|
@ -240,6 +254,8 @@ class Weapon : StateProvider
|
|||
{ // Not lowered all the way yet
|
||||
return;
|
||||
}
|
||||
ResetPSprite(psp);
|
||||
|
||||
if (player.playerstate == PST_DEAD)
|
||||
{ // Player is dead, so don't bring up a pending weapon
|
||||
// Player is dead, so keep the weapon off screen
|
||||
|
@ -278,12 +294,18 @@ class Weapon : StateProvider
|
|||
}
|
||||
let psp = player.GetPSprite(PSP_WEAPON);
|
||||
if (!psp) return;
|
||||
|
||||
if (psp.y <= WEAPONBOTTOM)
|
||||
{
|
||||
ResetPSprite(psp);
|
||||
}
|
||||
psp.y -= raisespeed;
|
||||
if (psp.y > WEAPONTOP)
|
||||
{ // Not raised all the way yet
|
||||
return;
|
||||
}
|
||||
psp.y = WEAPONTOP;
|
||||
|
||||
psp.SetState(player.ReadyWeapon.GetReadyState());
|
||||
return;
|
||||
}
|
||||
|
|
|
@ -1664,7 +1664,11 @@ class PlayerPawn : Actor
|
|||
if (player.ReadyWeapon != null)
|
||||
{
|
||||
let psp = player.GetPSprite(PSP_WEAPON);
|
||||
if (psp) psp.y = WEAPONTOP;
|
||||
if (psp)
|
||||
{
|
||||
psp.y = WEAPONTOP;
|
||||
player.ReadyWeapon.ResetPSprite(psp);
|
||||
}
|
||||
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
|
||||
}
|
||||
return;
|
||||
|
@ -2559,14 +2563,17 @@ class PSprite : Object native play
|
|||
native double oldy;
|
||||
native double px;
|
||||
native double py;
|
||||
native double oldpx;
|
||||
native double oldpy;
|
||||
native double scalex;
|
||||
native double scaley;
|
||||
native double oldscalex;
|
||||
native double oldscaley;
|
||||
native double rotation;
|
||||
native double oldrotation;
|
||||
native int HAlign, VAlign;
|
||||
native Vector2 Coord0;
|
||||
native Vector2 Coord1;
|
||||
native Vector2 Coord2;
|
||||
native Vector2 Coord3;
|
||||
native double alpha;
|
||||
native Bool firstTic;
|
||||
native int Tics;
|
||||
|
@ -2579,7 +2586,6 @@ class PSprite : Object native play
|
|||
native bool bMirror;
|
||||
native bool bPlayerTranslated;
|
||||
native bool bPivotPercent;
|
||||
native bool bPivotScreen;
|
||||
|
||||
native void SetState(State newstate, bool pending = false);
|
||||
|
||||
|
|
|
@ -60,7 +60,11 @@ extend class PlayerPawn
|
|||
if (player.ReadyWeapon != null)
|
||||
{
|
||||
let psp = player.GetPSprite(PSP_WEAPON);
|
||||
if (psp) psp.y = WEAPONTOP;
|
||||
if (psp)
|
||||
{
|
||||
psp.y = WEAPONTOP;
|
||||
player.ReadyWeapon.ResetPSprite(psp);
|
||||
}
|
||||
}
|
||||
|
||||
if (morphweaponcls == null || !(morphweaponcls is 'Weapon'))
|
||||
|
|
|
@ -701,17 +701,28 @@ enum EWeaponOffsetFlags
|
|||
// Flags for psprite layers
|
||||
enum EPSpriteFlags
|
||||
{
|
||||
PSPF_ADDWEAPON = 1 << 0,
|
||||
PSPF_ADDBOB = 1 << 1,
|
||||
PSPF_POWDOUBLE = 1 << 2,
|
||||
PSPF_CVARFAST = 1 << 3,
|
||||
PSPF_ALPHA = 1 << 4,
|
||||
PSPF_RENDERSTYLE= 1 << 5,
|
||||
PSPF_FLIP = 1 << 6,
|
||||
PSPF_FORCEALPHA = 1 << 7,
|
||||
PSPF_FORCESTYLE = 1 << 8,
|
||||
PSPF_MIRROR = 1 << 9,
|
||||
PSPF_PLAYERTRANSLATED = 1 << 10
|
||||
PSPF_ADDWEAPON = 1 << 0,
|
||||
PSPF_ADDBOB = 1 << 1,
|
||||
PSPF_POWDOUBLE = 1 << 2,
|
||||
PSPF_CVARFAST = 1 << 3,
|
||||
PSPF_ALPHA = 1 << 4,
|
||||
PSPF_RENDERSTYLE = 1 << 5,
|
||||
PSPF_FLIP = 1 << 6,
|
||||
PSPF_FORCEALPHA = 1 << 7,
|
||||
PSPF_FORCESTYLE = 1 << 8,
|
||||
PSPF_MIRROR = 1 << 9,
|
||||
PSPF_PLAYERTRANSLATED = 1 << 10,
|
||||
PSPF_PIVOTPERCENT = 1 << 11,
|
||||
};
|
||||
|
||||
// Alignment constants for A_OverlayPivotAlign
|
||||
enum EPSpriteAlign
|
||||
{
|
||||
PSPA_TOP = 0,
|
||||
PSPA_CENTER,
|
||||
PSPA_BOTTOM,
|
||||
PSPA_LEFT = PSPA_TOP,
|
||||
PSPA_RIGHT = 2
|
||||
};
|
||||
|
||||
// Default psprite layers
|
||||
|
|
Loading…
Reference in a new issue