mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-30 16:00:55 +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
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@ -134,17 +134,21 @@ DEFINE_FIELD(DPSprite, oldx)
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DEFINE_FIELD(DPSprite, oldy)
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DEFINE_FIELD(DPSprite, px)
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DEFINE_FIELD(DPSprite, py)
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DEFINE_FIELD(DPSprite, oldpx)
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DEFINE_FIELD(DPSprite, oldpy)
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DEFINE_FIELD(DPSprite, scalex)
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DEFINE_FIELD(DPSprite, scaley)
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DEFINE_FIELD(DPSprite, oldscalex)
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DEFINE_FIELD(DPSprite, oldscaley)
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DEFINE_FIELD(DPSprite, rotation)
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DEFINE_FIELD(DPSprite, oldrotation)
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DEFINE_FIELD_NAMED(DPSprite, Coord[0], Coord0)
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DEFINE_FIELD_NAMED(DPSprite, Coord[1], Coord1)
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DEFINE_FIELD_NAMED(DPSprite, Coord[2], Coord2)
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DEFINE_FIELD_NAMED(DPSprite, Coord[3], Coord3)
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DEFINE_FIELD(DPSprite, firstTic)
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DEFINE_FIELD(DPSprite, Tics)
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DEFINE_FIELD(DPSprite, Translation)
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DEFINE_FIELD(DPSprite, HAlign)
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DEFINE_FIELD(DPSprite, VAlign)
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DEFINE_FIELD(DPSprite, alpha)
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DEFINE_FIELD_BIT(DPSprite, Flags, bAddWeapon, PSPF_ADDWEAPON)
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DEFINE_FIELD_BIT(DPSprite, Flags, bAddBob, PSPF_ADDBOB)
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@ -154,7 +158,6 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bFlip, PSPF_FLIP)
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DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotScreen, PSPF_PIVOTSCREEN)
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//------------------------------------------------------------------------
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//
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@ -180,11 +183,14 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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px(.0), py(.0),
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rotation(.0),
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oldscalex(.0), oldscaley(.0),
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oldpx(.0), oldpy(.0),
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oldrotation(.0),
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PivotPercent(true),
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PivotScreen(false)
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HAlign(0),
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VAlign(0)
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{
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for (int i = 0; i < 4; i++)
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Coord[i] = DVector2(0,0);
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alpha = 1;
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Renderstyle = STYLE_Normal;
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@ -657,11 +663,7 @@ DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayScale
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//
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//---------------------------------------------------------------------------
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enum WOFFlags
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{
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@ -673,6 +675,41 @@ enum WOFFlags
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WOF_ZEROY = 1 << 5,
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};
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayVertexOffset
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayVertexOffset)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer)
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PARAM_INT(index)
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PARAM_FLOAT(x)
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PARAM_FLOAT(y)
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PARAM_INT(flags)
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if (index < 0 || index > 3 || ((flags & WOF_KEEPX) && (flags & WOF_KEEPY)) || !ACTION_CALL_FROM_PSPRITE())
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return 0;
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DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
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if (pspr == nullptr)
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return 0;
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if (!(flags & WOF_KEEPX)) pspr->Coord[index].X = x;
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if (!(flags & WOF_KEEPY)) pspr->Coord[index].Y = y;
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayScale
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayScale)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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@ -771,12 +808,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivot)
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if (!(flags & WOF_KEEPY))
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pspr->py = (flags & WOF_ADD) ? pspr->py + wy : wy;
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if (!(flags & WOF_INTERPOLATE))
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{
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pspr->oldpx = pspr->px;
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pspr->oldpy = pspr->py;
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}
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return 0;
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}
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@ -889,6 +920,28 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivotAlign)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer);
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PARAM_INT(halign);
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PARAM_INT(valign);
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if (!ACTION_CALL_FROM_PSPRITE())
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return 0;
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DPSprite *pspr = self->player->FindPSprite(((layer != 0) ? layer : stateinfo->mPSPIndex));
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if (pspr != nullptr)
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{
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if (halign >= PSPA_LEFT && halign <= PSPA_RIGHT)
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pspr->HAlign |= halign;
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if (valign >= PSPA_TOP && valign <= PSPA_BOTTOM)
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pspr->VAlign |= valign;
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayTranslation
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@ -1211,6 +1264,16 @@ void DPSprite::Serialize(FSerializer &arc)
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("oldx", oldx)
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("oldy", oldy)
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("alpha", alpha)
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("px", px)
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("py", py)
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("scalex", scalex)
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("scaley", scaley)
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("oldscalex", oldscalex)
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("oldscaley", oldscaley)
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("rotation", rotation)
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("oldrotation", oldrotation)
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("halign", HAlign)
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("valign", VAlign)
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("renderstyle_", Renderstyle); // The underscore is intentional to avoid problems with old savegames which had this as an ERenderStyle (which is not future proof.)
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}
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@ -72,7 +72,15 @@ enum PSPFlags
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PSPF_MIRROR = 1 << 9,
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PSPF_PLAYERTRANSLATED = 1 << 10,
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PSPF_PIVOTPERCENT = 1 << 11,
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PSPF_PIVOTSCREEN = 1 << 12,
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};
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enum PSPAlign
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{
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PSPA_TOP = 0,
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PSPA_CENTER,
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PSPA_BOTTOM,
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PSPA_LEFT = PSPA_TOP,
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PSPA_RIGHT = 2
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};
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class DPSprite : public DObject
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@ -99,16 +107,16 @@ public:
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std::pair<FRenderStyle, float> GetRenderStyle(FRenderStyle ownerstyle, double owneralpha);
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float GetYAdjust(bool fullscreen);
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bool PivotScreen; // If true, the pivot is based on the entire screen width/height instead of the image's dimensions/position.
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int HAlign, VAlign; // Horizontal and vertical alignment
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bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
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double px, py; // pivot points
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double oldpx, oldpy;
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double rotation; // How much rotation to apply.
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double oldrotation;
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double scalex, scaley; // Scale
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double oldscalex, oldscaley;
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double x, y, alpha;
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double oldx, oldy;
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DVector2 Coord[4];
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bool firstTic;
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int Tics;
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uint32_t Translation;
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@ -171,16 +171,12 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
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w.wy = (float)w.weapon->y;
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w.sx = (float)w.weapon->scalex;
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w.sy = (float)w.weapon->scaley;
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w.px = (float)w.weapon->px;
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w.py = (float)w.weapon->py;
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w.r = (float)w.weapon->rotation;
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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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w.px = (float)(w.weapon->oldpx + (w.weapon->px - w.weapon->oldpx) * ticFrac);
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w.py = (float)(w.weapon->oldpy + (w.weapon->py - w.weapon->oldpy) * ticFrac);
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w.sx = (float)(w.weapon->oldscalex + (w.weapon->scalex - w.weapon->oldscalex) * ticFrac);
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w.sy = (float)(w.weapon->oldscaley + (w.weapon->scaley - w.weapon->oldscaley) * ticFrac);
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w.r = (float)(w.weapon->oldrotation + (w.weapon->rotation - w.weapon->oldrotation) * ticFrac);
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@ -190,8 +186,6 @@ static WeaponPosition GetWeaponPosition(player_t *player, double ticFrac)
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{
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w.wx = 0;
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w.wy = 0;
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w.px = 0;
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w.py = 0;
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w.sx = 0;
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w.sy = 0;
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w.r = 0;
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@ -487,8 +481,21 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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// [MC] Code copied from DTA_Rotate
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// Big thanks to IvanDobrovski who helped me modify this.
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FVector2 c[4];
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c[0] = FVector2(x1, y1);
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c[1] = FVector2(x1, y2);
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c[2] = FVector2(x2, y1);
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c[3] = FVector2(x2, y2);
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for (int i = 0; i < 4; i++)
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c[i] += FVector2(psp->Coord[i].X * scalex, psp->Coord[i].Y * scale);
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if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
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{
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if (psp->scalex == 0.0 || psp->scaley == 0.0)
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return false;
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FAngle rot = float(psp->rotation);
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rot.Normalized360();
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float cosang = rot.Cos();
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@ -496,35 +503,39 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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float px = float(psp->px);
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float py = float(psp->py);
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float xcenter, ycenter;
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float width = MAX(x1, x2) - MIN(x1, x2);
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float height = MAX(y1, y2) - MIN(y1, y2);
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if (psp->Flags & PSPF_PIVOTSCREEN)
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float anchorx, anchory, xcenter, ycenter;
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float minx = MIN(x1, x2);
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float miny = MIN(y1, y2);
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float width = MAX(x1, x2) - minx;
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float height = MAX(y1, y2) - miny;
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switch (psp->VAlign)
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{
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if (psp->Flags & PSPF_PIVOTPERCENT)
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{
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xcenter = vw * px + viewwindowx;
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ycenter = vh * py + viewwindowy;
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}
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else
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{
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xcenter = vw * 0.5 + viewwindowx + px;
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ycenter = vh * 0.5 + viewwindowy + py;
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}
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default:
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case PSPA_TOP: anchory = 0.0; break;
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case PSPA_CENTER: anchory = 0.5; break;
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case PSPA_BOTTOM: anchory = 1.0; break;
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}
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switch (psp->HAlign)
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{
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default:
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case PSPA_LEFT: anchorx = 0.0; break;
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case PSPA_CENTER: anchorx = 0.5; break;
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case PSPA_RIGHT: anchorx = 1.0; break;
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}
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if (psp->Flags & PSPF_PIVOTPERCENT)
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{
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xcenter = minx + (width * anchorx + width * px);
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ycenter = miny + (height * anchory + height * py);
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}
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else
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{
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if (psp->Flags & PSPF_PIVOTPERCENT)
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{
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xcenter = (x1 + width * px);
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ycenter = (y1 + height * py);
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}
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else
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{
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xcenter = (x1 + width * 0.5) + px;
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ycenter = (y1 + height * 0.5) - py;
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}
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xcenter = minx + (width * anchorx + scalex * px);
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ycenter = miny + (height * anchory + scale * py);
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}
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x1 -= xcenter;
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y1 -= ycenter;
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@ -534,31 +545,20 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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float ssx = float(psp->scalex);
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float ssy = float(psp->scaley);
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float xx1 = xcenter + ssx * (x1 * cosang + y1 * sinang);
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float xx2 = xcenter + ssx * (x1 * cosang + y2 * sinang);
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float xx3 = xcenter + ssx * (x2 * cosang + y1 * sinang);
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float xx4 = xcenter + ssx * (x2 * cosang + y2 * sinang);
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float yy1 = ycenter - ssy * (x1 * sinang - y1 * cosang);
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float yy2 = ycenter - ssy * (x1 * sinang - y2 * cosang);
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float yy3 = ycenter - ssy * (x2 * sinang - y1 * cosang);
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float yy4 = ycenter - ssy * (x2 * sinang - y2 * cosang);
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verts.first[0].Set(xx1, yy1, 0, u1, v1);
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verts.first[1].Set(xx2, yy2, 0, u1, v2);
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verts.first[2].Set(xx3, yy3, 0, u2, v1);
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verts.first[3].Set(xx4, yy4, 0, u2, v2);
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}
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else
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{
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verts.first[0].Set(x1, y1, 0, u1, v1);
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verts.first[1].Set(x1, y2, 0, u1, v2);
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verts.first[2].Set(x2, y1, 0, u2, v1);
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verts.first[3].Set(x2, y2, 0, u2, v2);
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for (int i = 0; i < 4; i++)
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{
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c[i] -= {xcenter, ycenter};
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float xx = xcenter + ssx * (c[i].X * cosang + c[i].Y * sinang);
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float yy = ycenter - ssy * (c[i].X * sinang - c[i].Y * cosang);
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c[i] = {xx, yy};
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}
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}
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verts.first[0].Set(c[0].X, c[0].Y, 0, u1, v1);
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verts.first[1].Set(c[1].X, c[1].Y, 0, u1, v2);
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verts.first[2].Set(c[2].X, c[2].Y, 0, u2, v1);
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verts.first[3].Set(c[3].X, c[3].Y, 0, u2, v2);
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texture = tex;
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return true;
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}
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@ -16,7 +16,6 @@ struct WeaponPosition
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float wx, wy;
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float bobx, boby;
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float sx, sy;
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float px, py;
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float r;
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DPSprite *weapon;
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};
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@ -1186,6 +1186,8 @@ class Actor : Thinker native
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action native void A_OverlayScale(int layer, double wx = 1, double wy = 0, int flags = 0);
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action native void A_OverlayRotate(int layer, double degrees = 0, int flags = 0);
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action native void A_OverlayPivot(int layer, double wx = 0.5, double wy = 0.5, int flags = 0);
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action native void A_OverlayPivotAlign(int layer, int halign, int valign);
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action native void A_OverlayVertexOffset(int layer, int index, double x, double y, int flags = 0);
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action native void A_OverlayOffset(int layer = PSP_WEAPON, double wx = 0, double wy = 32, int flags = 0);
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action native void A_OverlayFlags(int layer, int flags, bool set);
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action native void A_OverlayAlpha(int layer, double alph);
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@ -60,6 +60,7 @@ class Beak : Weapon
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if (psp)
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{
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psp.y = WEAPONTOP;
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ResetPSprite(psp);
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}
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player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
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}
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@ -213,6 +213,20 @@ class Weapon : StateProvider
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//
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//---------------------------------------------------------------------------
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action void ResetPSprite(PSprite psp)
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{
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if (!psp) return;
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psp.rotation = 0;
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psp.scalex = 1.0;
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psp.scaley = 1.0;
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psp.valign = 0;
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psp.halign = 0;
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psp.Coord0 = (0,0);
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psp.Coord1 = (0,0);
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psp.Coord2 = (0,0);
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psp.Coord3 = (0,0);
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}
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action void A_Lower(int lowerspeed = 6)
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{
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let player = player;
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@ -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