Polymer lighting tweaks, mostly internal.

git-svn-id: https://svn.eduke32.com/eduke32@5496 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2015-12-28 02:04:29 +00:00
parent 0075e746ba
commit 1d17d2c6f6
6 changed files with 157 additions and 148 deletions

View file

@ -779,7 +779,7 @@ static void A_MoveSector(int i)
#define LIGHTRAD (s->yrepeat * tilesiz[s->picnum + LIGHTRAD_PICOFS].y)
#define LIGHTRAD2 ((s->yrepeat + ((rand() % s->yrepeat)>>2)) * tilesiz[s->picnum + LIGHTRAD_PICOFS].y)
void G_AddGameLight(int32_t radius, int32_t srcsprite, int32_t zoffset, int32_t range, int32_t color, int32_t priority)
void G_AddGameLight(int32_t radius, int32_t srcsprite, int32_t zoffset, int32_t range, int32_t color, int32_t priority, int32_t smoothratio)
{
#ifdef POLYMER
spritetype *s = &sprite[srcsprite];
@ -798,6 +798,11 @@ void G_AddGameLight(int32_t radius, int32_t srcsprite, int32_t zoffset, int32_t
mylight.x = s->x;
mylight.y = s->y;
mylight.z = s->z - zoffset;
mylight.x -= mulscale16(65536-smoothratio, s->x-actor[srcsprite].bpos.x);
mylight.y -= mulscale16(65536-smoothratio, s->y-actor[srcsprite].bpos.y);
mylight.z -= mulscale16(65536-smoothratio, s->z-actor[srcsprite].bpos.z);
mylight.color[0] = color & 255;
mylight.color[1] = (color >> 8) & 255;
mylight.color[2] = (color >> 16) & 255;
@ -2700,9 +2705,6 @@ ACTOR_STATIC void Proj_MoveCustom(int32_t i)
case PROJECTILE_RPG:
Bmemcpy(&davect, s, sizeof(vec3_t));
if (proj->flashcolor)
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 2048, proj->flashcolor, PR_LIGHT_PRIO_LOW_GAME);
if (proj->workslike & PROJECTILE_BOUNCESOFFWALLS && s->yvel < 1)
{
A_DoProjectileEffects(i, NULL, 1);
@ -7925,7 +7927,7 @@ static void G_DoEffectorLights(void) // STATNUM 14
}
#ifdef POLYMER
static void A_DoLight(int32_t i)
static void A_DoLight(int32_t i, int32_t smoothratio)
{
spritetype *const s = &sprite[i];
int32_t numsavedfires = 0;
@ -7992,7 +7994,7 @@ static void A_DoLight(int32_t i)
goto POOP;
G_AddGameLight(0, i, (s->yrepeat*tilesiz[s->picnum].y)<<1, 512-ii*128,
ii==0 ? (172+(200<<8)+(104<<16)) : 216+(52<<8)+(20<<16), PR_LIGHT_PRIO_LOW);
ii==0 ? (172+(200<<8)+(104<<16)) : 216+(52<<8)+(20<<16), PR_LIGHT_PRIO_LOW, smoothratio);
POOP:
s->x -= d.x;
@ -8005,7 +8007,7 @@ static void A_DoLight(int32_t i)
switch (DYNAMICTILEMAP(s->picnum))
{
case ATOMICHEALTH__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD2, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD2, 128+(128<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
break;
case FIRE__STATIC:
@ -8039,7 +8041,7 @@ static void A_DoLight(int32_t i)
if (jj==-1 && numsavedfires<32)
{
jj = numsavedfires;
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD2, color, PR_LIGHT_PRIO_HIGH_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD2, color, PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
savedfires[jj][0] = s->sectnum;
savedfires[jj][1] = s->x>>3;
savedfires[jj][2] = s->y>>3;
@ -8051,12 +8053,12 @@ static void A_DoLight(int32_t i)
case OOZFILTER__STATIC:
if (s->xrepeat > 4)
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 4096, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 4096, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
break;
case FLOORFLAME__STATIC:
case FIREBARREL__STATIC:
case FIREVASE__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<2), LIGHTRAD2>>1, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<2), LIGHTRAD2>>1, 255+(95<<8),PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
break;
case EXPLOSION2__STATIC:
@ -8070,7 +8072,7 @@ static void A_DoLight(int32_t i)
s->y -= y;
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 240+(160<<8)+(80<<16),
s->yrepeat > 32 ? PR_LIGHT_PRIO_HIGH_GAME : PR_LIGHT_PRIO_LOW_GAME);
s->yrepeat > 32 ? PR_LIGHT_PRIO_HIGH_GAME : PR_LIGHT_PRIO_LOW_GAME, smoothratio);
s->x += x;
s->y += y;
@ -8078,7 +8080,7 @@ static void A_DoLight(int32_t i)
break;
case FORCERIPPLE__STATIC:
case TRANSPORTERBEAM__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 80+(80<<8)+(255<<16),PR_LIGHT_PRIO_LOW_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 80+(80<<8)+(255<<16),PR_LIGHT_PRIO_LOW_GAME, smoothratio);
break;
case GROWSPARK__STATIC:
{
@ -8088,7 +8090,7 @@ static void A_DoLight(int32_t i)
s->x -= x;
s->y -= y;
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 1024, 216+(52<<8)+(20<<16),PR_LIGHT_PRIO_HIGH_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 1024, 216+(52<<8)+(20<<16),PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
s->x += x;
s->y += y;
@ -8102,27 +8104,27 @@ static void A_DoLight(int32_t i)
s->x -= x;
s->y -= y;
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 2048, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 2048, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
s->x += x;
s->y += y;
}
break;
case FREEZEBLAST__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD<<2, 72+(88<<8)+(140<<16),PR_LIGHT_PRIO_HIGH_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD<<2, 72+(88<<8)+(140<<16),PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
break;
case COOLEXPLOSION1__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD<<2, 128+(0<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD<<2, 128+(0<<8)+(255<<16),PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
break;
case SHRINKSPARK__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), LIGHTRAD, 176+(252<<8)+(120<<16),PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
break;
case FIRELASER__STATIC:
if (s->statnum == STAT_PROJECTILE)
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 64 * s->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 64 * s->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME, smoothratio);
break;
case RPG__STATIC:
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 128 * s->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 128 * s->yrepeat, 255+(95<<8),PR_LIGHT_PRIO_LOW_GAME, smoothratio);
break;
case SHOTSPARK1__STATIC:
if (actor[i].t_data[2] == 0) // check for first frame of action
@ -8133,13 +8135,62 @@ static void A_DoLight(int32_t i)
s->x -= x;
s->y -= y;
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 8 * s->yrepeat, 240+(160<<8)+(80<<16),PR_LIGHT_PRIO_LOW_GAME);
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 8 * s->yrepeat, 240+(160<<8)+(80<<16),PR_LIGHT_PRIO_LOW_GAME, smoothratio);
actor[i].lightcount = 1;
s->x += x;
s->y += y;
}
break;
case APLAYER__STATIC:
{
int const snum = sprite[i].yvel;
DukePlayer_t *p = g_player[snum].ps;
if (!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_NOVISIBLE) && p->kickback_pic && P_WeaponState(snum, 0))
{
spritetype *s = &sprite[p->i];
int32_t x = ((sintable[(s->ang + 512) & 2047]) >> 7), y = ((sintable[(s->ang) & 2047]) >> 7);
s->x += x;
s->y += y;
G_AddGameLight(0, p->i, PHEIGHT, 8192, PWEAPON(snum, p->curr_weapon, FlashColor), PR_LIGHT_PRIO_MAX_GAME, smoothratio);
actor[p->i].lightcount = 2;
s->x -= x;
s->y -= y;
}
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_GLOWS)
{
if (p->kickback_pic == 0)
{
spritetype *s = &sprite[p->i];
int32_t x = ((sintable[(s->ang+512)&2047])>>7), y = ((sintable[(s->ang)&2047])>>7);
int32_t r = 1024+(sintable[p->random_club_frame&2047]>>3);
s->x += x;
s->y += y;
G_AddGameLight(0, p->i, PHEIGHT, max(r, 0), PWEAPON(snum, p->curr_weapon, FlashColor), PR_LIGHT_PRIO_HIGH_GAME, smoothratio);
actor[p->i].lightcount = 2;
s->x -= x;
s->y -= y;
}
}
}
break;
default:
if (s->statnum == STAT_PROJECTILE)
{
projectile_t *proj = &SpriteProjectile[i];
if ((proj->workslike & PROJECTILE_TYPE_MASK) == PROJECTILE_RPG && proj->flashcolor)
G_AddGameLight(0, i, ((s->yrepeat*tilesiz[s->picnum].y)<<1), 2048, proj->flashcolor, PR_LIGHT_PRIO_LOW_GAME, smoothratio);
}
break;
}
}
}
@ -8258,7 +8309,7 @@ int32_t A_CheckSwitchTile(int32_t i)
return 0;
}
void G_RefreshLights(void)
void G_RefreshLights(int32_t smoothratio)
{
#ifdef POLYMER
if (Numsprites && getrendermode() == REND_POLYMER)
@ -8271,7 +8322,7 @@ void G_RefreshLights(void)
while (i >= 0)
{
A_DoLight(i);
A_DoLight(i, smoothratio);
i = nextspritestat[i];
}
} while (k < MAXSTATUS);
@ -8365,7 +8416,7 @@ void G_MoveWorld(void)
} while (k < MAXSTATUS);
}
G_RefreshLights();
// G_RefreshLights();
G_DoSectorAnimations();
G_MoveFX(); //ST 11
}

View file

@ -311,11 +311,11 @@ void A_PlayAlertSound(int32_t i);
void A_RadiusDamage(int32_t i,int32_t r,int32_t hp1,int32_t hp2,int32_t hp3,int32_t hp4);
void A_SpawnMultiple(int32_t sp,int32_t pic,int32_t n);
void G_AddGameLight(int32_t radius,int32_t srcsprite,int32_t zoffset,int32_t range,int32_t color,int32_t priority);
void G_AddGameLight(int32_t radius,int32_t srcsprite,int32_t zoffset,int32_t range,int32_t color,int32_t priority, int32_t smoothratio);
void G_ClearCameraView(DukePlayer_t *ps);
void G_DoInterpolations(int32_t smoothratio);
void G_MoveWorld(void);
void G_RefreshLights(void);
void G_RefreshLights(int32_t smoothratio);
int32_t G_SetInterpolation(int32_t * const posptr);
void G_StopInterpolation(int32_t * const posptr);

View file

@ -4484,6 +4484,7 @@ void G_DrawRooms(int32_t snum, int32_t smoothratio)
CAMERA(sect) = p->cursectnum;
G_RefreshLights(smoothratio);
G_DoInterpolations(smoothratio);
G_AnimateCamSprite(smoothratio);
@ -5919,7 +5920,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
case EXPLOSION2__STATIC:
if (sp->yrepeat > 32)
{
G_AddGameLight(0, i, ((sp->yrepeat*tilesiz[sp->picnum].y)<<1), 32768, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME);
G_AddGameLight(0, i, ((sp->yrepeat*tilesiz[sp->picnum].y)<<1), 32768, 255+(95<<8),PR_LIGHT_PRIO_MAX_GAME, 65536);
actor[i].lightcount = 2;
}
case EXPLOSION2BOT__STATIC:

View file

@ -2925,7 +2925,7 @@ static void M_MenuEntryOptionDidModify(MenuEntry_t *entry)
if (setgamemode(fullscreen, xdim, ydim, bpp))
OSD_Printf("restartvid: Reset failed...\n");
onvideomodechange(ud.config.ScreenBPP>8);
G_RefreshLights();
G_RefreshLights(65536);
}
#endif
}

View file

@ -876,20 +876,6 @@ static int32_t A_ShootCustom(const int32_t i, const int32_t atwith, int16_t sa,
const int32_t p = (s->picnum == APLAYER) ? P_GetP(s) : -1;
DukePlayer_t *const ps = p >= 0 ? g_player[p].ps : NULL;
#ifdef POLYMER
if (getrendermode() == REND_POLYMER && proj->flashcolor)
{
int32_t x = ((sintable[(s->ang + 512) & 2047]) >> 7), y = ((sintable[(s->ang) & 2047]) >> 7);
s->x += x;
s->y += y;
G_AddGameLight(0, i, PHEIGHT, 8192, proj->flashcolor, PR_LIGHT_PRIO_MAX_GAME);
actor[i].lightcount = 2;
s->x -= x;
s->y -= y;
}
#endif // POLYMER
if (proj->offset == 0)
proj->offset = 1;
@ -1634,29 +1620,6 @@ int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
srcvect.y += (sintable[(sa+512+96)&2047]>>7);
}
}
#ifdef POLYMER
switch (DYNAMICTILEMAP(atwith))
{
case FIRELASER__STATIC:
case SHOTGUN__STATIC:
case SHOTSPARK1__STATIC:
case CHAINGUN__STATIC:
case RPG__STATIC:
case MORTER__STATIC:
{
int32_t x = ((sintable[(s->ang+512)&2047])>>7), y = ((sintable[(s->ang)&2047])>>7);
s->x += x;
s->y += y;
G_AddGameLight(0, i, PHEIGHT, 8192, 255+(95<<8), PR_LIGHT_PRIO_MAX_GAME);
actor[i].lightcount = 2;
s->x -= x;
s->y -= y;
}
break;
}
#endif // POLYMER
}
return A_CheckSpriteTileFlags(atwith, SFLAG_PROJECTILE) ?
@ -1991,20 +1954,7 @@ static void P_FireWeapon(int32_t snum)
}
if (!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_NOVISIBLE))
{
#ifdef POLYMER
spritetype *s = &sprite[p->i];
int32_t x = ((sintable[(s->ang + 512) & 2047]) >> 7), y = ((sintable[(s->ang) & 2047]) >> 7);
s->x += x;
s->y += y;
G_AddGameLight(0, p->i, PHEIGHT, 8192, PWEAPON(snum, p->curr_weapon, FlashColor), PR_LIGHT_PRIO_MAX_GAME);
actor[p->i].lightcount = 2;
s->x -= x;
s->y -= y;
#endif // POLYMER
p->visibility = 0;
}
}
static void P_DoWeaponSpawn(int32_t snum)
@ -3844,6 +3794,59 @@ void P_FragPlayer(int32_t snum)
# define PIPEBOMB_CONTROL(snum) (Gv_GetVarByLabel("PIPEBOMB_CONTROL", PIPEBOMB_REMOTE, -1, snum))
#endif
enum
{
WS_NOTHING,
WS_FIRE,
WS_FIRE_AND_SPAWN,
} weaponstate_t;
int32_t P_WeaponState(int32_t snum, int32_t reset)
{
int32_t kb = g_player[snum].ps->kickback_pic;
int32_t sb_snum = g_player[snum].sync->bits;
int32_t weapon = g_player[snum].ps->curr_weapon;
if ((kb) < PWEAPON(snum, weapon, TotalTime))
{
if (PWEAPON(snum, weapon, Flags) & WEAPON_AUTOMATIC)
{
if (!(PWEAPON(snum, weapon, Flags) & WEAPON_SEMIAUTO))
{
if (reset)
kb = 0;
if (PWEAPON(snum, weapon, Flags) & WEAPON_FIREEVERYTHIRD)
{
if ((kb % 3) == 0)
return WS_FIRE_AND_SPAWN;
}
else if (PWEAPON(snum, weapon, Flags) & WEAPON_FIREEVERYOTHER)
return WS_FIRE_AND_SPAWN;
else
{
if (kb == PWEAPON(snum, weapon, FireDelay))
return WS_FIRE;
}
}
else
{
if (PWEAPON(snum, weapon, Flags) & WEAPON_FIREEVERYOTHER)
return WS_FIRE_AND_SPAWN;
else
{
if (kb == PWEAPON(snum, weapon, FireDelay))
return WS_FIRE;
}
}
}
else if (kb == PWEAPON(snum, weapon, FireDelay))
return WS_FIRE;
}
return WS_NOTHING;
}
static void P_ProcessWeapon(int32_t snum)
{
DukePlayer_t *const p = g_player[snum].ps;
@ -3917,25 +3920,8 @@ static void P_ProcessWeapon(int32_t snum)
}
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_GLOWS)
{
p->random_club_frame += 64; // Glowing
if (p->kickback_pic == 0)
{
spritetype *s = &sprite[p->i];
int32_t x = ((sintable[(s->ang+512)&2047])>>7), y = ((sintable[(s->ang)&2047])>>7);
int32_t r = 1024+(sintable[p->random_club_frame&2047]>>3);
s->x += x;
s->y += y;
G_AddGameLight(0, p->i, PHEIGHT, max(r, 0), PWEAPON(snum, p->curr_weapon, FlashColor),PR_LIGHT_PRIO_HIGH_GAME);
actor[p->i].lightcount = 2;
s->x -= x;
s->y -= y;
}
}
// this is a hack for WEAPON_FIREEVERYOTHER
if (actor[p->i].t_data[7])
{
@ -4306,63 +4292,32 @@ static void P_ProcessWeapon(int32_t snum)
}
}
}
else if (*kb >= PWEAPON(snum, p->curr_weapon, FireDelay) && (*kb) < PWEAPON(snum, p->curr_weapon, TotalTime)
&& ((PWEAPON(snum, p->curr_weapon, WorksLike) == KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
else if (*kb >= PWEAPON(snum, p->curr_weapon, FireDelay) && (*kb) < PWEAPON(snum, p->curr_weapon, TotalTime) &&
((PWEAPON(snum, p->curr_weapon, WorksLike) == KNEE_WEAPON) ? 1 : p->ammo_amount[p->curr_weapon] > 0))
{
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_AUTOMATIC)
int const reset = (TEST_SYNC_KEY(sb_snum, SK_FIRE) == 0 && PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RESET);
switch (P_WeaponState(snum, reset))
{
if (!(PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_SEMIAUTO))
{
if (TEST_SYNC_KEY(sb_snum, SK_FIRE) == 0 && PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RESET)
*kb = 0;
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_FIREEVERYTHIRD)
{
if (((*(kb))%3) == 0)
{
P_FireWeapon(snum);
P_DoWeaponSpawn(snum);
}
}
else if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER)
{
P_FireWeapon(snum);
P_DoWeaponSpawn(snum);
}
else
{
if (*kb == PWEAPON(snum, p->curr_weapon, FireDelay))
{
P_FireWeapon(snum);
// P_DoWeaponSpawn(snum);
}
}
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RESET &&
(*kb) > PWEAPON(snum, p->curr_weapon, TotalTime)-PWEAPON(snum, p->curr_weapon, HoldDelay) &&
((PWEAPON(snum, p->curr_weapon, WorksLike) == KNEE_WEAPON) || p->ammo_amount[p->curr_weapon] > 0))
{
if (TEST_SYNC_KEY(sb_snum, SK_FIRE)) *kb = 1;
else *kb = 0;
}
}
else
{
if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_FIREEVERYOTHER)
{
P_FireWeapon(snum);
P_DoWeaponSpawn(snum);
}
else
{
if (*kb == PWEAPON(snum, p->curr_weapon, FireDelay))
{
P_FireWeapon(snum);
// P_DoWeaponSpawn(snum);
}
}
}
}
else if (*kb == PWEAPON(snum, p->curr_weapon, FireDelay))
case WS_FIRE_AND_SPAWN:
P_FireWeapon(snum);
P_DoWeaponSpawn(snum);
if (reset) *kb = 0;
else if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RESET &&
(*kb) > PWEAPON(snum, p->curr_weapon, TotalTime) - PWEAPON(snum, p->curr_weapon, HoldDelay))
*kb = (TEST_SYNC_KEY(sb_snum, SK_FIRE)) ? 1 : 0;
break;
case WS_FIRE:
P_FireWeapon(snum);
if (reset) *kb = 0;
else if (PWEAPON(snum, p->curr_weapon, Flags) & WEAPON_RESET &&
(*kb) > PWEAPON(snum, p->curr_weapon, TotalTime) - PWEAPON(snum, p->curr_weapon, HoldDelay))
*kb = (TEST_SYNC_KEY(sb_snum, SK_FIRE)) ? 1 : 0;
break;
default: break;
}
}
}
}
@ -5380,6 +5335,7 @@ HORIZONLY:
// RBG***
p->pos.z += PHEIGHT;
actor[p->i].bpos = *(vec3_t *)&sprite[p->i];
setsprite(p->i,(vec3_t *)&p->pos.x);
p->pos.z -= PHEIGHT;

View file

@ -396,6 +396,7 @@ void P_QuickKill(DukePlayer_t *p);
void P_SelectNextInvItem(DukePlayer_t *p);
void P_UpdateScreenPal(DukePlayer_t *p);
void P_EndLevel(void);
int32_t P_WeaponState(int32_t snum, int32_t reset);
void P_CheckWeaponI(int32_t snum);
int32_t P_GetHudPal(const DukePlayer_t *p);