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https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 03:30:46 +00:00
Implement WWII GI weapon display code.
Remaining issues with the weapons (both functionality and display): - The "pistol", "shotgun", and "chaingun" fire too slowly. - The flamethrower fires too quickly. - The bazooka drop for reload is late. - Upon starting a level, the "pistol" should show a reload frame, but it does not. git-svn-id: https://svn.eduke32.com/eduke32@5453 1a8010ca-5511-0410-912e-c29ae57300e0
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0fdeed231b
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1 changed files with 280 additions and 13 deletions
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@ -2316,10 +2316,26 @@ void P_DisplayWeapon(void)
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if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING))
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o |= 512;
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if (*kb > 0 && *kb < 8)
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if (*kb > 0)
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{
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G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 164, (looking_arc << 1) + 176 - gun_pos,
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RPGGUN + ((*kb) >> 1), gs, o, pal, 0);
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if (*kb < 8)
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{
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G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 164, (looking_arc << 1) + 176 - gun_pos,
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RPGGUN + ((*kb) >> 1), gs, o, pal, 0);
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}
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else if (WW2GI)
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{
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int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
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if (*kb >= totaltime)
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{
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int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
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if (*kb < ((reload - totaltime) / 2 + totaltime))
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gun_pos -= 10 * ((*kb) - totaltime); // down
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else
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gun_pos -= 10 * (reload - (*kb)); // up
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}
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}
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}
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 164, (looking_arc << 1) + 176 - gun_pos, RPGGUN, gs,
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@ -2332,6 +2348,42 @@ void P_DisplayWeapon(void)
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weapon_xoffset -= 8;
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if (WW2GI)
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{
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int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
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int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
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if (*kb > 0)
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gun_pos -= sintable[(*kb)<<7]>>12;
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if (*kb > 0 && doanim)
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weapon_xoffset += 1-(krand()&3);
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if (*kb == 0)
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{
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 146 - hla, looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal, 0);
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}
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else if (*kb <= totaltime)
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{
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 146 - hla, looking_arc + 202 - gun_pos,
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SHOTGUN + 1, gs, o, pal, 0);
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}
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// else we are in 'reload time'
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else
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{
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if (*kb < ((reload - totaltime) / 2 + totaltime))
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gun_pos -= 10 * ((*kb) - totaltime); // D
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else
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gun_pos -= 10 * (reload - (*kb)); // U
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 146 - hla, looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal, 0);
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}
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break;
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}
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switch (*kb)
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{
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case 1:
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@ -2411,6 +2463,83 @@ void P_DisplayWeapon(void)
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weapon_xoffset += 1-(rand()&3);
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}
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if (WW2GI)
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{
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int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
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int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
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if (*kb == 0)
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{
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 178 - hla,looking_arc+233-gun_pos,
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CHAINGUN+1,gs,o,pal,0);
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}
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else if (*kb <= totaltime)
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{
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla,looking_arc+243-gun_pos,
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CHAINGUN+2,gs,o,pal,0);
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}
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// else we are in 'reload time'
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// divide reload time into fifths..
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// 1) move weapon up/right, hand on clip (CHAINGUN - 17)
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// 2) move weapon up/right, hand removing clip (CHAINGUN - 18)
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// 3) hold weapon up/right, hand removed clip (CHAINGUN - 19)
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// 4) hold weapon up/right, hand inserting clip (CHAINGUN - 18)
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// 5) move weapon down/left, clip inserted (CHAINGUN - 17)
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else
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{
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int iFifths = (reload - totaltime) / 5;
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if (iFifths < 1)
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iFifths = 1;
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if (*kb < iFifths + totaltime)
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{
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// first segment
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int32_t const offset = 80 - 10 * (totaltime + iFifths - (*kb));
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gun_pos += offset;
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weapon_xoffset += offset;
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
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CHAINGUN - 17,gs,o,pal,0);
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}
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else if (*kb < (iFifths * 2 + totaltime))
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{
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// second segment
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gun_pos += 80; // D
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weapon_xoffset += 80;
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
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CHAINGUN - 18,gs,o,pal,0);
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}
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else if (*kb < (iFifths * 3 + totaltime))
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{
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// third segment
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// up
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gun_pos += 80;
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weapon_xoffset += 80;
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
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CHAINGUN - 19,gs,o,pal,0);
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}
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else if (*kb < (iFifths * 4 + totaltime))
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{
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// fourth segment
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// down
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gun_pos += 80; // D
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weapon_xoffset += 80;
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
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CHAINGUN - 18,gs,o,pal,0);
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}
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else
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{
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// up and left
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int32_t const offset = 10 * (reload - (*kb));
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gun_pos += offset; // U
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weapon_xoffset += offset;
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 168 - hla,looking_arc+260-gun_pos,
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CHAINGUN - 17,gs,o,pal,0);
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}
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}
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break;
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}
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switch (*kb)
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{
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case 0:
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@ -2482,12 +2611,12 @@ void P_DisplayWeapon(void)
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G_DrawWeaponTileWithID(cw, 224-(p->look_ang>>1), looking_arc+220-gun_pos, FIRSTGUN+5, gs, o, pal, 0);
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}
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else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-4)
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else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 12 : 4))
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{
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G_DrawWeaponTileWithID(cw<<2, 184-(p->look_ang>>1), looking_arc+235-gun_pos, FIRSTGUN+8, gs, o, pal, 0);
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G_DrawWeaponTileWithID(cw, 224-(p->look_ang>>1), looking_arc+210-gun_pos, FIRSTGUN+5, gs, o, pal, 0);
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}
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else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-2)
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else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 6 : 2))
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{
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G_DrawWeaponTileWithID(cw<<2, 164-(p->look_ang>>1), looking_arc+245-gun_pos, FIRSTGUN+8, gs, o, pal, 0);
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G_DrawWeaponTileWithID(cw, 224-(p->look_ang>>1), looking_arc+220-gun_pos, FIRSTGUN+5, gs, o, pal, 0);
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@ -2509,12 +2638,41 @@ void P_DisplayWeapon(void)
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if (*kb)
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{
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if ((*kb) < 7)
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gun_pos -= 10 * (*kb); // D
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else if ((*kb) < 12)
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gun_pos += 20 * ((*kb) - 10); // U
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else if ((*kb) < 20)
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gun_pos -= 9 * ((*kb) - 14); // D
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if (WW2GI)
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{
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int32_t const firedelay = PWEAPON(screenpeek, p->curr_weapon, FireDelay);
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int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
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if (*kb <= firedelay)
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{
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// it holds here
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gun_pos -= 5 * (*kb); // D
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}
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else if (*kb < ((totaltime - firedelay) / 2 + firedelay))
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{
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// up and left
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int32_t const difference = (*kb) - firedelay;
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gun_pos += 10 * difference; // U
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weapon_xoffset += 80 * difference;
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}
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else if (*kb < totaltime)
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{
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// start high
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gun_pos += 240;
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gun_pos -= 12 * ((*kb) - firedelay); // D
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// move left
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weapon_xoffset += 90 - 5 * (totaltime - (*kb));
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}
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}
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else
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{
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if (*kb < 7)
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gun_pos -= 10 * (*kb); // D
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else if (*kb < 12)
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gun_pos += 20 * ((*kb) - 10); // U
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else if (*kb < 20)
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gun_pos -= 9 * ((*kb) - 14); // D
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}
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gun_pos += 10;
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}
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@ -2544,9 +2702,58 @@ void P_DisplayWeapon(void)
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if (VM_OnEvent(EVENT_DRAWWEAPON, g_player[screenpeek].ps->i, screenpeek))
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break;
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if ((*kb) < (PWEAPON(screenpeek, DEVISTATOR_WEAPON, TotalTime) + 1) && (*kb) > 0)
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if (WW2GI)
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{
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static uint8_t cycloidy [] ={ 0, 4, 12, 24, 12, 4, 0 };
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if (*kb)
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{
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int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
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int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
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if (*kb < totaltime)
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{
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i = ksgn((*kb)>>2);
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if (p->ammo_amount[p->curr_weapon] & 1)
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{
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G_DrawWeaponTileWithID(cw<<1, weapon_xoffset + 30 - hla, looking_arc + 240 - gun_pos,
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DEVISTATOR, gs, o | 4, pal, 0);
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
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DEVISTATOR + i, -32, o, pal, 0);
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}
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else
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{
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G_DrawWeaponTileWithID(cw<<1, weapon_xoffset + 30 - hla, looking_arc + 240 - gun_pos,
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DEVISTATOR + i, -32, o | 4, pal, 0);
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
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DEVISTATOR, gs, o, pal, 0);
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}
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}
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// else we are in 'reload time'
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else
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{
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if (*kb < ((reload - totaltime) / 2 + totaltime))
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gun_pos -= 10 * ((*kb) - totaltime); // D
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else
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gun_pos -= 10 * (reload - (*kb)); // U
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
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DEVISTATOR, gs, o, pal, 0);
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G_DrawWeaponTileWithID(cw<<1, weapon_xoffset + 30 - hla, looking_arc + 240 - gun_pos,
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DEVISTATOR, gs, o | 4, pal, 0);
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}
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}
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else
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{
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 268 - hla, looking_arc + 238 - gun_pos,
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DEVISTATOR, gs, o, pal, 0);
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G_DrawWeaponTileWithID(cw<<1, weapon_xoffset + 30 - hla, looking_arc + 240 - gun_pos,
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DEVISTATOR, gs, o | 4, pal, 0);
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}
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break;
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}
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if (*kb <= PWEAPON(screenpeek, DEVISTATOR_WEAPON, TotalTime) && *kb > 0)
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{
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static uint8_t const cycloidy[] = { 0, 4, 12, 24, 12, 4, 0 };
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if (*kb >= ARRAY_SIZE(cycloidy))
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break;
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@ -2614,6 +2821,66 @@ void P_DisplayWeapon(void)
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weapon_xoffset += 28;
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looking_arc += 18;
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if (WW2GI)
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{
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if (*kb == 0)
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{
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// the 'at rest' display
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if (cw == GROW_WEAPON)
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{
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla, looking_arc + 240 - gun_pos,
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SHRINKER - 2, gs, o, pal, 0);
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break;
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}
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else if (p->ammo_amount[cw] > 0)
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{
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G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 184 - hla, looking_arc + 240 - gun_pos,
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SHRINKER + 2, 16 - (sintable[p->random_club_frame & 2047] >> 10), o,
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0, 1);
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla, looking_arc + 240 - gun_pos,
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SHRINKER, gs, o, pal, 0);
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break;
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}
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}
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else
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{
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// the 'active' display.
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if (doanim)
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{
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weapon_xoffset += rand() & 3;
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gun_pos += rand() & 3;
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}
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int32_t const totaltime = PWEAPON(screenpeek, p->curr_weapon, TotalTime);
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int32_t const reload = PWEAPON(screenpeek, p->curr_weapon, Reload);
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if (*kb < totaltime)
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{
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if (*kb >= PWEAPON(screenpeek, p->curr_weapon, FireDelay))
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{
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// after fire time.
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// lower weapon to reload cartridge (not clip)
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gun_pos -= (cw == GROW_WEAPON ? 15 : 10) * (totaltime - (*kb));
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}
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}
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// else we are in 'reload time'
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else if (*kb < ((reload - totaltime) / 2 + totaltime))
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gun_pos -= (cw == GROW_WEAPON ? 5 : 10) * ((*kb) - totaltime); // D
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else
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gun_pos -= 10 * (reload - (*kb)); // U
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}
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G_DrawWeaponTileWithID(cw << 1, weapon_xoffset + 184 - hla, looking_arc + 240 - gun_pos,
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SHRINKER + 3 + ((*kb) & 3), -32, o, cw == GROW_WEAPON ? 2 : 0, 1);
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G_DrawWeaponTileWithID(cw, weapon_xoffset + 188 - hla, looking_arc + 240 - gun_pos,
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SHRINKER + (cw == GROW_WEAPON ? -1 : 1), gs, o, pal, 0);
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break;
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}
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if ((*kb) < PWEAPON(screenpeek, p->curr_weapon, TotalTime) && (*kb) > 0)
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{
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if (doanim)
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