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Display the nukebutton punching fist with viewport clipping bounds.
Using rotatesprite with bit 8 clear (scale to viewport) but using fullscreen clipping bounds is never what we want. Also, tweak for fake multi. git-svn-id: https://svn.eduke32.com/eduke32@2932 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 8 additions and 2 deletions
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@ -1989,6 +1989,8 @@ static int32_t P_DisplayFist(int32_t gs,int32_t snum)
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int32_t looking_arc,fisti,fistpal;
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int32_t looking_arc,fisti,fistpal;
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int32_t fistzoom, fistz;
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int32_t fistzoom, fistz;
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int32_t wx[2] = { windowx1, windowx2 };
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const DukePlayer_t *const ps = g_player[snum].ps;
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const DukePlayer_t *const ps = g_player[snum].ps;
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fisti = ps->fist_incs;
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fisti = ps->fist_incs;
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@ -2004,10 +2006,14 @@ static int32_t P_DisplayFist(int32_t gs,int32_t snum)
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fistpal = get_hud_pal(ps);
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fistpal = get_hud_pal(ps);
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rotatesprite_fs(
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if (g_fakeMultiMode && ud.multimode==2)
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wx[(g_snum==0)] = (wx[0]+wx[1])/2+1;
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rotatesprite(
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(-fisti+222+(g_player[snum].sync->avel>>4))<<16,
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(-fisti+222+(g_player[snum].sync->avel>>4))<<16,
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(looking_arc+fistz)<<16,
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(looking_arc+fistz)<<16,
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fistzoom,0,FIST,gs,fistpal,2);
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fistzoom,0,FIST,gs,fistpal,2,
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wx[0],windowy1,wx[1],windowy2);
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return 1;
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return 1;
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}
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}
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