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WWII GI: Fix mistakes in our version of the weapon display code.
git-svn-id: https://svn.eduke32.com/eduke32@6869 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 11 additions and 11 deletions
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@ -2239,15 +2239,12 @@ void P_DisplayWeapon(void)
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RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
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else if (WW2GI)
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{
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int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
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if (*weaponFrame >= totalTime)
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{
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int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
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int const totalTime = 8; // not what WW2GI.EXE reports, not in the source, but apparently necessary!
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int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
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weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
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? 10 * ((*weaponFrame) - totalTime) // down
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: 10 * (reloadTime - (*weaponFrame)); // up
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}
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weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
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? 10 * ((*weaponFrame) - totalTime) // down
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: 10 * (reloadTime - (*weaponFrame)); // up
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}
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}
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@ -2770,9 +2767,12 @@ void P_DisplayWeapon(void)
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}
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}
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// else we are in 'reload time'
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weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
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? (currentWeapon == GROW_WEAPON ? 5 : 10) * ((*weaponFrame) - totalTime) // D
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: 10 * (reloadTime - (*weaponFrame)); // U
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else
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{
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weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
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? (currentWeapon == GROW_WEAPON ? 5 : 10) * ((*weaponFrame) - totalTime) // D
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: 10 * (reloadTime - (*weaponFrame)); // U
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}
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}
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G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
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