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https://github.com/ZDoom/raze-gles.git
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- interpolate p->kickback_pic
for Duke 3D.
This commit is contained in:
parent
8cc4b5062a
commit
038039eb3f
1 changed files with 92 additions and 91 deletions
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@ -279,7 +279,7 @@ void displayweapon_d(int snum, double smoothratio)
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int cw;
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int i, j;
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int o,pal;
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double weapon_sway, weapon_xoffset, gun_pos, looking_arc;
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double weapon_sway, weapon_xoffset, gun_pos, looking_arc, kickback_pic;
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signed char gs;
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struct player_struct *p;
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@ -290,7 +290,8 @@ void displayweapon_d(int snum, double smoothratio)
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o = 0;
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looking_arc = fabs(p->q16look_ang / (double)(FRACUNIT)) / 9.;
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weapon_sway = p->oweapon_sway + fmulscale16((p->weapon_sway - p->oweapon_sway), smoothratio);
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weapon_sway = p->oweapon_sway + fmulscale16(p->weapon_sway - p->oweapon_sway, smoothratio);
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kickback_pic = p->okickback_pic + fmulscale16(*kb - p->okickback_pic, smoothratio);
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gs = sprite[p->i].shade;
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if(gs > 24) gs = 24;
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@ -390,7 +391,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayknee = [&]()
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{
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if (p->kickback_pic > 0)
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if (*kb > 0)
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{
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if (sprite[p->i].pal == 1)
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pal = 1;
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@ -401,7 +402,7 @@ void displayweapon_d(int snum, double smoothratio)
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pal = p->palookup;
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}
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if (p->kickback_pic < 5 || p->kickback_pic > 9)
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if (*kb < 5 || *kb > 9)
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{
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hud_drawpal(weapon_xoffset + 220 - p->lookanghalf(),
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looking_arc + 250 - gun_pos, KNEE, gs, o, pal);
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@ -431,18 +432,18 @@ void displayweapon_d(int snum, double smoothratio)
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weapon_xoffset += 8;
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gun_pos -= 10;
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if (p->kickback_pic > 6)
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looking_arc += (p->kickback_pic << 3);
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else if (p->kickback_pic < 4)
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if (*kb > 6)
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looking_arc += kickback_pic * 8.;
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else if (*kb < 4)
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hud_drawpal(weapon_xoffset + 142 - p->lookanghalf(),
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looking_arc + 234 - gun_pos, HANDHOLDINGLASER + 3, gs, o, pal);
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hud_drawpal(weapon_xoffset + 130 - p->lookanghalf(),
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looking_arc + 249 - gun_pos,
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HANDHOLDINGLASER + (p->kickback_pic >> 2), gs, o, pal);
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HANDHOLDINGLASER + (*kb >> 2), gs, o, pal);
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hud_drawpal(weapon_xoffset + 152 - p->lookanghalf(),
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looking_arc + 249 - gun_pos,
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HANDHOLDINGLASER + (p->kickback_pic >> 2), gs, o | 4, pal);
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HANDHOLDINGLASER + (*kb >> 2), gs, o | 4, pal);
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};
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//---------------------------------------------------------------------------
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@ -460,20 +461,20 @@ void displayweapon_d(int snum, double smoothratio)
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pal = 1;
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else pal = sector[p->cursectnum].floorpal;
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weapon_xoffset -= calcSinTableValue(768 + (p->kickback_pic << 7)) / 2048.;
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gun_pos += calcSinTableValue(768 + (p->kickback_pic << 7)) / 2048.;
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weapon_xoffset -= calcSinTableValue(768 + (kickback_pic * 128.)) / 2048.;
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gun_pos += calcSinTableValue(768 + (kickback_pic * 128.)) / 2048.;
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if (*kb > 0)
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{
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if (*kb < (isWW2GI() ? aplWeaponTotalTime[RPG_WEAPON][snum] : 8))
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{
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hud_drawpal(weapon_xoffset + 164, (looking_arc * 2.) + 176 - gun_pos,
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rpgpic + (p->kickback_pic >> 1), gs, o | pin, pal);
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rpgpic + (*kb >> 1), gs, o | pin, pal);
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}
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else if (isWW2GI())
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{
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// else we are in 'reload time'
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if (p->kickback_pic <
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if (*kb <
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(
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(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
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+ aplWeaponTotalTime[p->curr_weapon][snum]
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@ -481,14 +482,14 @@ void displayweapon_d(int snum, double smoothratio)
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)
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{
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// down
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gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
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gun_pos -= 10 * (kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
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}
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else
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{
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// move back down
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// up and left
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gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
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gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic); //U
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}
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}
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}
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@ -512,7 +513,7 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb > 0)
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{
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gun_pos -= calcSinTableValue(p->kickback_pic << 7) / 4096.;
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gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
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}
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if (*kb > 0 && sprite[p->i].pal != 1)
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@ -533,7 +534,7 @@ void displayweapon_d(int snum, double smoothratio)
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SHOTGUN + 1, gs, o, pal);
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}
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// else we are in 'reload time'
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else if (p->kickback_pic <
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else if (*kb <
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(
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(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
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+ aplWeaponTotalTime[p->curr_weapon][snum]
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@ -541,7 +542,7 @@ void displayweapon_d(int snum, double smoothratio)
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)
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{
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// down
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gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
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gun_pos -= 10 * (kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
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// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal);
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@ -551,7 +552,7 @@ void displayweapon_d(int snum, double smoothratio)
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// move back down
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// up and left
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gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
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gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic); //U
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// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal);
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@ -574,7 +575,7 @@ void displayweapon_d(int snum, double smoothratio)
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weapon_xoffset -= 8;
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switch(p->kickback_pic)
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switch(*kb)
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{
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case 1:
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case 2:
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@ -657,7 +658,7 @@ void displayweapon_d(int snum, double smoothratio)
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pal = sector[p->cursectnum].floorpal;
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if (*kb > 0)
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gun_pos -= calcSinTableValue(p->kickback_pic << 7) / 4096.;
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gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
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if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
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@ -688,7 +689,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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iFifths = 1;
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}
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if (p->kickback_pic <
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if (*kb <
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(iFifths
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+ aplWeaponTotalTime[p->curr_weapon][snum]
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)
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@ -697,13 +698,13 @@ void displayweapon_d(int snum, double smoothratio)
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// first segment
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//
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gun_pos += 80 - (10 * (aplWeaponTotalTime[p->curr_weapon][snum]
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+ iFifths - p->kickback_pic));
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+ iFifths - kickback_pic));
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weapon_xoffset += 80 - (10 * (aplWeaponTotalTime[p->curr_weapon][snum]
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+ iFifths - p->kickback_pic));
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+ iFifths - kickback_pic));
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos,
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2519, gs, o, pal);
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}
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else if (p->kickback_pic <
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else if (*kb <
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(iFifths * 2
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+ aplWeaponTotalTime[p->curr_weapon][snum]
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)
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@ -716,7 +717,7 @@ void displayweapon_d(int snum, double smoothratio)
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos,
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2518, gs, o, pal);
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}
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else if (p->kickback_pic <
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else if (*kb <
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(iFifths * 3
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+ aplWeaponTotalTime[p->curr_weapon][snum]
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)
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@ -729,7 +730,7 @@ void displayweapon_d(int snum, double smoothratio)
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos,
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2517, gs, o, pal);
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}
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else if (p->kickback_pic <
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else if (*kb <
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(iFifths * 4
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+ aplWeaponTotalTime[p->curr_weapon][snum]
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)
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@ -746,9 +747,9 @@ void displayweapon_d(int snum, double smoothratio)
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// move back down
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// up and left
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gun_pos += 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic);
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gun_pos += 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic);
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//5*(aplWeaponReload[p->curr_weapon][snum]- p->kickback_pic); //U
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weapon_xoffset += 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic);
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weapon_xoffset += 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic);
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//80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos, 2519, gs, o, pal);
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}
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@ -770,12 +771,12 @@ void displayweapon_d(int snum, double smoothratio)
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pal = sector[p->cursectnum].floorpal;
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if (*kb > 0)
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gun_pos -= calcSinTableValue(p->kickback_pic << 7) / 4096.;
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gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
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if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos, CHAINGUN, gs, o, pal);
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switch(p->kickback_pic)
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switch(*kb)
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{
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case 0:
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hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
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@ -785,15 +786,15 @@ void displayweapon_d(int snum, double smoothratio)
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{
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i = 0;
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if (sprite[p->i].pal != 1) i = rand() & 7;
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hud_drawpal(i + weapon_xoffset - 4 + 140 - p->lookanghalf(),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
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hud_drawpal(i + weapon_xoffset - 4 + 140 - p->lookanghalf(),i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
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if (sprite[p->i].pal != 1) i = rand() & 7;
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hud_drawpal(i + weapon_xoffset - 4 + 184 - p->lookanghalf(),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
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hud_drawpal(i + weapon_xoffset - 4 + 184 - p->lookanghalf(),i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
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}
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if (*kb < 8)
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{
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i = rand() & 7;
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hud_drawpal(i + weapon_xoffset - 4 + 162 - p->lookanghalf(),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 2) / 5),gs,o,pal);
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hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1 + (p->kickback_pic >> 1),gs,o,pal);
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hud_drawpal(i + weapon_xoffset - 4 + 162 - p->lookanghalf(),i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 2) / 5),gs,o,pal);
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hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1 + (*kb >> 1),gs,o,pal);
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}
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else hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
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break;
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@ -813,13 +814,13 @@ void displayweapon_d(int snum, double smoothratio)
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else
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pal = sector[p->cursectnum].floorpal;
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if (p->kickback_pic < 5)
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if (*kb < 5)
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{
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short kb_frames[] = { 0,1,2,0,0 };
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double l = 195 - 12 + weapon_xoffset;
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if (p->kickback_pic == 2)
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if (*kb == 2)
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l -= 3;
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{
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double x, y;
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@ -847,41 +848,41 @@ void displayweapon_d(int snum, double smoothratio)
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const int WEAPON2_RELOAD_TIME = 50;
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auto reload_time = isWW2GI() ? aplWeaponReload[PISTOL_WEAPON][snum] : WEAPON2_RELOAD_TIME;
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if (p->kickback_pic < 10)
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if (*kb < 10)
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hud_drawpal(194 - p->lookanghalf(), looking_arc + 230 - gun_pos, pic + 4, gs, o|pin, pal);
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else if (p->kickback_pic < 15)
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else if (*kb < 15)
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{
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hud_drawpal(244 - (p->kickback_pic << 3) - p->lookanghalf(), looking_arc + 130 - gun_pos + (p->kickback_pic << 4), pic + 6, gs, o | pin, pal);
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hud_drawpal(244 - (kickback_pic * 8.) - p->lookanghalf(), looking_arc + 130 - gun_pos + (kickback_pic * 16.), pic + 6, gs, o | pin, pal);
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hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
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}
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else if (p->kickback_pic < 20)
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else if (*kb < 20)
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{
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hud_drawpal(124 + (p->kickback_pic << 1) - p->lookanghalf(), looking_arc + 430 - gun_pos - (p->kickback_pic << 3), pic + 6, gs, o | pin, pal);
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hud_drawpal(124 + (kickback_pic * 2.) - p->lookanghalf(), looking_arc + 430 - gun_pos - (kickback_pic * 8.), pic + 6, gs, o | pin, pal);
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hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
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}
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else if (p->kickback_pic < (reload_time - 12))
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else if (*kb < (reload_time - 12))
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{
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hud_drawpal(184 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
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hud_drawpal(224 - p->lookanghalf(), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
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}
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else if (p->kickback_pic < (reload_time - 6))
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else if (*kb < (reload_time - 6))
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{
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hud_drawpal(164 - p->lookanghalf(), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
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hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
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}
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else if (p->kickback_pic < (reload_time))
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else if (*kb < (reload_time))
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hud_drawpal(194 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 5, gs, o, pal);
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else if (p->kickback_pic < 23)
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else if (*kb < 23)
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{
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hud_drawpal(184 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
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hud_drawpal(224 - p->lookanghalf(), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
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}
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else if (p->kickback_pic < 25)
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else if (*kb < 25)
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{
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hud_drawpal(164 - p->lookanghalf(), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
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hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
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}
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else if (p->kickback_pic < 27)
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else if (*kb < 27)
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hud_drawpal(194 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 5, gs, o | pin, pal);
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}
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};
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@ -899,19 +900,19 @@ void displayweapon_d(int snum, double smoothratio)
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else
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pal = sector[p->cursectnum].floorpal;
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if (p->kickback_pic)
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if (*kb)
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{
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static const uint8_t throw_frames[]
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= { 0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2 };
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if (isWW2GI())
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{
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if (p->kickback_pic <= aplWeaponFireDelay[HANDBOMB_WEAPON][snum])
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if (*kb <= aplWeaponFireDelay[HANDBOMB_WEAPON][snum])
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{
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// it holds here
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gun_pos -= 5 * p->kickback_pic; //D
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gun_pos -= 5 * kickback_pic; //D
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}
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else if (p->kickback_pic <
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else if (*kb <
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(
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(aplWeaponTotalTime[HANDBOMB_WEAPON][snum] - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]) / 2
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+ aplWeaponFireDelay[HANDBOMB_WEAPON][snum]
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@ -919,27 +920,27 @@ void displayweapon_d(int snum, double smoothratio)
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)
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{
|
||||
// up and left
|
||||
gun_pos += 10 * (p->kickback_pic - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]); //U
|
||||
weapon_xoffset += 80 * (*kb - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]);
|
||||
gun_pos += 10 * (kickback_pic - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]); //U
|
||||
weapon_xoffset += 80 * (kickback_pic - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]);
|
||||
}
|
||||
else if (p->kickback_pic < aplWeaponTotalTime[HANDBOMB_WEAPON][snum])
|
||||
else if (*kb < aplWeaponTotalTime[HANDBOMB_WEAPON][snum])
|
||||
{
|
||||
gun_pos += 240; // start high
|
||||
gun_pos -= 12 * (p->kickback_pic - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]); //D
|
||||
gun_pos -= 12 * (kickback_pic - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]); //D
|
||||
// move left
|
||||
weapon_xoffset += 90 - (5 * (aplWeaponTotalTime[HANDBOMB_WEAPON][snum] - p->kickback_pic));
|
||||
weapon_xoffset += 90 - (5 * (aplWeaponTotalTime[HANDBOMB_WEAPON][snum] - kickback_pic));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (p->kickback_pic < 7)
|
||||
gun_pos -= 10 * p->kickback_pic; //D
|
||||
else if (p->kickback_pic < 12)
|
||||
gun_pos += 20 * (p->kickback_pic - 10); //U
|
||||
else if (p->kickback_pic < 20)
|
||||
gun_pos -= 9 * (p->kickback_pic - 14); //D
|
||||
if (*kb < 7)
|
||||
gun_pos -= 10 * kickback_pic; //D
|
||||
else if (*kb < 12)
|
||||
gun_pos += 20 * (kickback_pic - 10); //U
|
||||
else if (*kb < 20)
|
||||
gun_pos -= 9 * (kickback_pic - 14); //D
|
||||
}
|
||||
hud_drawpal(weapon_xoffset + 190 - p->lookanghalf(), looking_arc + 250 - gun_pos, HANDTHROW + throw_frames[p->kickback_pic], gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 190 - p->lookanghalf(), looking_arc + 250 - gun_pos, HANDTHROW + throw_frames[*kb], gs, o, pal);
|
||||
}
|
||||
else
|
||||
hud_drawpal(weapon_xoffset + 190 - p->lookanghalf(), looking_arc + 260 - gun_pos, HANDTHROW, gs, o, pal);
|
||||
|
@ -961,8 +962,8 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
weapon_xoffset = -48;
|
||||
|
||||
if (p->kickback_pic)
|
||||
hud_drawpal(weapon_xoffset + 150 - p->lookanghalf(), looking_arc + 258 - gun_pos, HANDREMOTE + remote_frames[p->kickback_pic], gs, o, pal);
|
||||
if (*kb)
|
||||
hud_drawpal(weapon_xoffset + 150 - p->lookanghalf(), looking_arc + 258 - gun_pos, HANDREMOTE + remote_frames[*kb], gs, o, pal);
|
||||
else
|
||||
hud_drawpal(weapon_xoffset + 150 - p->lookanghalf(), looking_arc + 258 - gun_pos, HANDREMOTE, gs, o, pal);
|
||||
};
|
||||
|
@ -980,11 +981,11 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (p->kickback_pic)
|
||||
if (*kb)
|
||||
{
|
||||
if (p->kickback_pic < aplWeaponTotalTime[p->curr_weapon][snum])
|
||||
if (*kb < aplWeaponTotalTime[p->curr_weapon][snum])
|
||||
{
|
||||
i = sgn(p->kickback_pic >> 2);
|
||||
i = sgn(*kb >> 2);
|
||||
if (p->ammo_amount[p->curr_weapon] & 1)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
|
@ -997,7 +998,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
}
|
||||
}
|
||||
// else we are in 'reload time'
|
||||
else if (p->kickback_pic <
|
||||
else if (*kb <
|
||||
(
|
||||
(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
|
||||
+ aplWeaponTotalTime[p->curr_weapon][snum]
|
||||
|
@ -1005,7 +1006,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
)
|
||||
{
|
||||
// down
|
||||
gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
|
||||
gun_pos -= 10 * (kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
|
||||
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
|
@ -1015,7 +1016,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// move back down
|
||||
|
||||
// up and left
|
||||
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
|
||||
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic); //U
|
||||
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
|
@ -1041,11 +1042,11 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (p->kickback_pic)
|
||||
if (*kb)
|
||||
{
|
||||
char cycloidy[] = { 0,4,12,24,12,4,0 };
|
||||
|
||||
i = sgn(p->kickback_pic >> 2);
|
||||
i = sgn(*kb >> 2);
|
||||
|
||||
if (p->hbomb_hold_delay)
|
||||
{
|
||||
|
@ -1081,7 +1082,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (p->kickback_pic)
|
||||
if (*kb)
|
||||
{
|
||||
char cat_frames[] = { 0,0,1,1,2,2 };
|
||||
|
||||
|
@ -1111,13 +1112,13 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
if (p->kickback_pic == 0)
|
||||
if (*kb == 0)
|
||||
{
|
||||
// the 'at rest' display
|
||||
if (ps[snum].ammo_amount[cw] <= 0) //p->last_weapon >= 0)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
|
@ -1158,11 +1159,11 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// after fire time.
|
||||
|
||||
// lower weapon to reload cartridge (not clip)
|
||||
gun_pos -= 10 * (aplWeaponTotalTime[p->curr_weapon][snum] - p->kickback_pic);
|
||||
gun_pos -= 10 * (aplWeaponTotalTime[p->curr_weapon][snum] - kickback_pic);
|
||||
}
|
||||
}
|
||||
// else we are in 'reload time'
|
||||
else if (p->kickback_pic <
|
||||
else if (*kb <
|
||||
(
|
||||
(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
|
||||
+ aplWeaponTotalTime[p->curr_weapon][snum]
|
||||
|
@ -1170,18 +1171,18 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
)
|
||||
{
|
||||
// down
|
||||
gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
|
||||
gun_pos -= 10 * (kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
|
||||
}
|
||||
else
|
||||
{
|
||||
// up
|
||||
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
|
||||
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic); //U
|
||||
}
|
||||
|
||||
// draw weapon
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
|
@ -1204,7 +1205,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
if (p->kickback_pic == 0)
|
||||
if (*kb == 0)
|
||||
{
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
|
@ -1232,11 +1233,11 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// after fire time.
|
||||
|
||||
// lower weapon to reload cartridge (not clip)
|
||||
gun_pos -= 15 * (aplWeaponTotalTime[p->curr_weapon][snum] - p->kickback_pic);
|
||||
gun_pos -= 15 * (aplWeaponTotalTime[p->curr_weapon][snum] - kickback_pic);
|
||||
}
|
||||
}
|
||||
// else we are in 'reload time'
|
||||
else if (p->kickback_pic <
|
||||
else if (*kb <
|
||||
(
|
||||
(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
|
||||
+ aplWeaponTotalTime[p->curr_weapon][snum]
|
||||
|
@ -1244,18 +1245,18 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
)
|
||||
{
|
||||
// down
|
||||
gun_pos -= 5 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
|
||||
gun_pos -= 5 * (kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
|
||||
}
|
||||
else
|
||||
{
|
||||
// up
|
||||
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
|
||||
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic); //U
|
||||
}
|
||||
|
||||
// display weapon
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 2);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
|
@ -1279,7 +1280,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
if (p->kickback_pic == 0)
|
||||
if (*kb == 0)
|
||||
{
|
||||
if (cw == GROW_WEAPON)
|
||||
{
|
||||
|
@ -1313,7 +1314,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
if (cw == GROW_WEAPON)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 2);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
|
@ -1323,7 +1324,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
|
|
Loading…
Reference in a new issue