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RR: Promote look_ang to Q16.16.
This commit is contained in:
parent
21e58160bf
commit
22e9396feb
6 changed files with 69 additions and 68 deletions
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@ -1014,7 +1014,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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omypos.z + mulscale16(mypos.z - omypos.z, smoothRatio) };
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CAMERA(pos) = camVect;
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CAMERA(q16ang) = myang + fix16_from_int(pPlayer->look_ang);
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CAMERA(q16ang) = myang + pPlayer->q16look_ang;
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CAMERA(q16horiz) = myhoriz + myhorizoff;
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CAMERA(sect) = mycursectnum;
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}
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@ -1030,13 +1030,13 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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{
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CAMERA(q16ang) = pPlayer->oq16ang
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+ mulscale16(((pPlayer->q16ang + F16(1024) - pPlayer->oq16ang) & 0x7FFFFFF) - F16(1024), smoothRatio)
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+ fix16_from_int(pPlayer->look_ang);
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+ pPlayer->q16look_ang;
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CAMERA(q16horiz) = pPlayer->oq16horiz + pPlayer->oq16horizoff
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+ mulscale16((pPlayer->q16horiz + pPlayer->q16horizoff - pPlayer->oq16horiz - pPlayer->oq16horizoff), smoothRatio);
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}
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else
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{
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CAMERA(q16ang) = pPlayer->q16ang + fix16_from_int(pPlayer->look_ang);
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CAMERA(q16ang) = pPlayer->q16ang + pPlayer->q16look_ang;
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CAMERA(q16horiz) = pPlayer->q16horiz + pPlayer->q16horizoff;
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}
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}
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@ -1068,7 +1068,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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// looking through viewscreen
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CAMERA(pos) = camVect;
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CAMERA(q16ang) = pPlayer->q16ang + fix16_from_int(pPlayer->look_ang);
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CAMERA(q16ang) = pPlayer->q16ang + pPlayer->q16look_ang;
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CAMERA(q16horiz) = fix16_from_int(100 + sprite[pPlayer->newowner].shade);
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CAMERA(sect) = sprite[pPlayer->newowner].sectnum;
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}
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@ -262,7 +262,7 @@ GAMEEXEC_STATIC GAMEEXEC_INLINE void P_ForceAngle(DukePlayer_t *pPlayer)
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pPlayer->q16horiz += F16(64);
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pPlayer->return_to_center = 9;
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pPlayer->q16rotscrnang = fix16_from_int(nAngle >> 1);
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pPlayer->look_ang = fix16_to_int(pPlayer->q16rotscrnang);
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pPlayer->q16look_ang = pPlayer->q16rotscrnang;
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}
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// wow, this function sucks
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@ -1455,7 +1455,7 @@ static int P_DisplayFist(int const fistShade)
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if (fistInc <= 0)
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return 0;
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int const fistY = klabs(pPlayer->look_ang) / 9;
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int const fistY = klabs(fix16_to_int(pPlayer->q16look_ang)) / 9;
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int const fistZoom = clamp(65536 - (sintable[(512 + (fistInc << 6)) & 2047] << 2), 40920, 90612);
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int const fistYOffset = 194 + (sintable[((6 + fistInc) << 7) & 2047] >> 9);
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int const fistPal = P_GetHudPal(pPlayer);
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@ -1609,10 +1609,10 @@ static int P_DisplayKnee(int kneeShade)
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if (ps->knee_incs >= ARRAY_SIZE(knee_y) || sprite[ps->i].extra <= 0)
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return 0;
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int const kneeY = knee_y[ps->knee_incs] + (klabs(ps->look_ang) / 9) - (ps->hard_landing << 3);
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int const kneeY = knee_y[ps->knee_incs] + (klabs(fix16_to_int(ps->q16look_ang)) / 9) - (ps->hard_landing << 3);
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int const kneePal = P_GetKneePal(ps);
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G_DrawTileScaled(105+(fix16_to_int(g_player[screenpeek].input->q16avel)>>5)-(ps->look_ang>>1)+(knee_y[ps->knee_incs]>>2),
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G_DrawTileScaled(105+(fix16_to_int(g_player[screenpeek].input->q16avel)>>5)-(fix16_to_int(ps->q16look_ang)>>1)+(knee_y[ps->knee_incs]>>2),
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kneeY+280-(fix16_to_int(ps->q16horiz-ps->q16horizoff)>>4),KNEE,kneeShade,4+DRAWEAP_CENTER,kneePal);
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return 1;
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@ -1632,10 +1632,10 @@ static int P_DisplayKnuckles(int knuckleShade)
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if ((unsigned) (pPlayer->knuckle_incs>>1) >= ARRAY_SIZE(knuckleFrames) || sprite[pPlayer->i].extra <= 0)
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return 0;
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int const knuckleY = (klabs(pPlayer->look_ang) / 9) - (pPlayer->hard_landing << 3);
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int const knuckleY = (klabs(fix16_to_int(pPlayer->q16look_ang)) / 9) - (pPlayer->hard_landing << 3);
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int const knucklePal = P_GetHudPal(pPlayer);
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G_DrawTileScaled(160 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (pPlayer->look_ang >> 1),
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G_DrawTileScaled(160 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (fix16_to_int(pPlayer->q16look_ang) >> 1),
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knuckleY + 180 - (fix16_to_int(pPlayer->q16horiz - pPlayer->q16horizoff) >> 4),
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CRACKKNUCKLES + knuckleFrames[pPlayer->knuckle_incs >> 1], knuckleShade, 4 + DRAWEAP_CENTER,
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knucklePal);
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@ -1803,13 +1803,13 @@ static int P_DisplayTip(int tipShade)
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if ((unsigned)pPlayer->tipincs >= ARRAY_SIZE(access_tip_y))
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return 1;
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int const tipY = (klabs(pPlayer->look_ang) / 9) - (pPlayer->hard_landing << 3);
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int const tipY = (klabs(fix16_to_int(pPlayer->q16look_ang)) / 9) - (pPlayer->hard_landing << 3);
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int const tipPal = P_GetHudPal(pPlayer);
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int const tipYOffset = access_tip_y[pPlayer->tipincs] >> 1;
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guniqhudid = 201;
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G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (pPlayer->look_ang >> 1),
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G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (fix16_to_int(pPlayer->q16look_ang) >> 1),
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tipYOffset + tipY + 240 - (fix16_to_int(pPlayer->q16horiz - pPlayer->q16horizoff) >> 4),
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TIP + ((26 - pPlayer->tipincs) >> 4), tipShade, DRAWEAP_CENTER, tipPal);
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@ -1829,20 +1829,20 @@ static int P_DisplayAccess(int accessShade)
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return 1;
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int const accessX = access_tip_y[pSprite->access_incs] >> 2;
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int const accessY = access_tip_y[pSprite->access_incs] + (klabs(pSprite->look_ang) / 9) - (pSprite->hard_landing << 3);
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int const accessY = access_tip_y[pSprite->access_incs] + (klabs(fix16_to_int(pSprite->q16look_ang)) / 9) - (pSprite->hard_landing << 3);
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int const accessPal = (pSprite->access_spritenum >= 0) ? sprite[pSprite->access_spritenum].pal : 0;
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guniqhudid = 200;
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if ((pSprite->access_incs - 3) > 0 && (pSprite->access_incs - 3) >> 3)
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{
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G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (pSprite->look_ang >> 1) + accessX,
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G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (fix16_to_int(pSprite->q16look_ang) >> 1) + accessX,
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accessY + 266 - (fix16_to_int(pSprite->q16horiz - pSprite->q16horizoff) >> 4),
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HANDHOLDINGLASER + (pSprite->access_incs >> 3), accessShade, DRAWEAP_CENTER, accessPal);
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}
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else
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{
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G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (pSprite->look_ang >> 1) + accessX,
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G_DrawTileScaled(170 + (fix16_to_int(g_player[screenpeek].input->q16avel) >> 5) - (fix16_to_int(pSprite->q16look_ang) >> 1) + accessX,
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accessY + 266 - (fix16_to_int(pSprite->q16horiz - pSprite->q16horizoff) >> 4), HANDHOLDINGACCESS, accessShade,
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4 + DRAWEAP_CENTER, accessPal);
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}
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@ -1891,7 +1891,7 @@ void P_DisplayWeapon(void)
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return;
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int weaponX = (160) - 90;
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int weaponY = klabs(pPlayer->look_ang) / 9;
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int weaponY = klabs(fix16_to_int(pPlayer->q16look_ang)) / 9;
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int weaponYOffset = 80 - (pPlayer->weapon_pos * pPlayer->weapon_pos);
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int weaponShade = (RR && pPlayer->cursectnum >= 0 && g_shadedSector[pPlayer->cursectnum]) ? 16 : (sprite[pPlayer->i].shade <= 24 ? sprite[pPlayer->i].shade : 24);
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@ -1925,7 +1925,7 @@ void P_DisplayWeapon(void)
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hudweap.gunposx = weaponX;
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hudweap.shade = weaponShade;
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hudweap.count = *weaponFrame;
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hudweap.lookhalfang = pPlayer->look_ang >> 1;
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hudweap.lookhalfang = fix16_to_int(pPlayer->q16look_ang) >> 1;
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quickKickFrame = 14 - pPlayer->quick_kick;
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@ -1936,10 +1936,10 @@ void P_DisplayWeapon(void)
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guniqhudid = 100;
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if (quickKickFrame < 6 || quickKickFrame > 12)
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G_DrawTileScaled(weaponX + 80 - (pPlayer->look_ang >> 1), weaponY + 250 - weaponYOffset, KNEE, weaponShade,
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G_DrawTileScaled(weaponX + 80 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 250 - weaponYOffset, KNEE, weaponShade,
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weaponBits | 4 | DRAWEAP_CENTER, weaponPal);
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else
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G_DrawTileScaled(weaponX + 160 - 16 - (pPlayer->look_ang >> 1), weaponY + 214 - weaponYOffset, KNEE + 1,
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G_DrawTileScaled(weaponX + 160 - 16 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 214 - weaponYOffset, KNEE + 1,
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weaponShade, weaponBits | 4 | DRAWEAP_CENTER, weaponPal);
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guniqhudid = 0;
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}
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@ -1982,7 +1982,7 @@ void P_DisplayWeapon(void)
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int const weaponPal = P_GetHudPal(pPlayer);
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G_DrawTileScaled(160-(pPlayer->look_ang>>1), 174, motoTile, weaponShade, 2 | DRAWEAP_CENTER,
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G_DrawTileScaled(160-(fix16_to_int(pPlayer->q16look_ang)>>1), 174, motoTile, weaponShade, 2 | DRAWEAP_CENTER,
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weaponPal, 34816, pPlayer->tilt_status * 5 + (pPlayer->tilt_status < 0 ? 2047 : 0));
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return;
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}
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@ -2049,7 +2049,7 @@ void P_DisplayWeapon(void)
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else
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weaponY = 170 + (*weaponFrame>>2);
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G_DrawTileScaled(160-(pPlayer->look_ang>>1), weaponY, boatTile, weaponShade, 2 | DRAWEAP_CENTER,
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G_DrawTileScaled(160-(fix16_to_int(pPlayer->q16look_ang)>>1), weaponY, boatTile, weaponShade, 2 | DRAWEAP_CENTER,
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weaponPal, 66048, pPlayer->tilt_status + (pPlayer->tilt_status < 0 ? 2047 : 0));
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return;
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}
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@ -2070,10 +2070,10 @@ void P_DisplayWeapon(void)
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currentWeapon = weaponX;
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weaponX += sintable[(fistPos)&2047] >> 10;
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G_DrawTileScaled(weaponX + 250 - (pPlayer->look_ang >> 1), weaponY + 258 - (klabs(sintable[(fistPos)&2047] >> 8)),
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G_DrawTileScaled(weaponX + 250 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 258 - (klabs(sintable[(fistPos)&2047] >> 8)),
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FIST, weaponShade, weaponBits, weaponPal);
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weaponX = currentWeapon - (sintable[(fistPos)&2047] >> 10);
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G_DrawTileScaled(weaponX + 40 - (pPlayer->look_ang >> 1), weaponY + 200 + (klabs(sintable[(fistPos)&2047] >> 8)), FIST,
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G_DrawTileScaled(weaponX + 40 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 200 + (klabs(sintable[(fistPos)&2047] >> 8)), FIST,
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weaponShade, weaponBits | 4, weaponPal);
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}
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else
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@ -2093,7 +2093,7 @@ void P_DisplayWeapon(void)
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goto enddisplayweapon;
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int const doAnim = !(sprite[pPlayer->i].pal == 1 || ud.pause_on || g_player[myconnectindex].ps->gm & MODE_MENU);
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int const halfLookAng = pPlayer->look_ang >> 1;
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int const halfLookAng = fix16_to_int(pPlayer->q16look_ang) >> 1;
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int const weaponPal = P_GetHudPal(pPlayer);
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@ -2352,16 +2352,16 @@ void P_DisplayWeapon(void)
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switch (*weaponFrame)
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{
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case 0:
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1) + 30, weaponY + 233 - weaponYOffset + 5,
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1) + 30, weaponY + 233 - weaponYOffset + 5,
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CHAINGUN, weaponShade, weaponBits, weaponPal, 32768);
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break;
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default:
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if (*weaponFrame < 8)
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1) + 30, weaponY + 233 - weaponYOffset + 5,
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1) + 30, weaponY + 233 - weaponYOffset + 5,
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CHAINGUN + 1, 0, weaponBits, weaponPal, 32768);
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else
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1) + 30, weaponY + 233 - weaponYOffset + 5,
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1) + 30, weaponY + 233 - weaponYOffset + 5,
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CHAINGUN + 2, weaponShade, weaponBits, weaponPal, 32768);
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break;
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@ -2379,7 +2379,7 @@ void P_DisplayWeapon(void)
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if (frame)
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weaponShade = 0;
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G_DrawWeaponTileWithID(currentWeapon, offsetX[frame] - 12 + weaponX - (pPlayer->look_ang >> 1), weaponY + offsetY[frame] - weaponYOffset,
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G_DrawWeaponTileWithID(currentWeapon, offsetX[frame] - 12 + weaponX - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + offsetY[frame] - weaponYOffset,
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FIRSTGUN + frame, weaponShade, weaponBits, weaponPal, 36700);
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break;
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@ -2484,11 +2484,11 @@ void P_DisplayWeapon(void)
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{
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static uint8_t freezerFrames[] = { 0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 260 - (pPlayer->look_ang >> 1), weaponY + 215 - weaponYOffset,
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 260 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 215 - weaponYOffset,
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FREEZE + freezerFrames[*weaponFrame], -32, weaponBits, weaponPal, 32768);
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}
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else
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 260 - (pPlayer->look_ang >> 1), weaponY + 215 - weaponYOffset,
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 260 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 215 - weaponYOffset,
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FREEZE, weaponShade, weaponBits, weaponPal, 32768);
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break;
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@ -2786,7 +2786,7 @@ void P_DisplayWeapon(void)
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switch (*weaponFrame)
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{
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case 0:
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 233 - weaponYOffset,
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CHAINGUN + 1, weaponShade, weaponBits, weaponPal);
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break;
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@ -2794,11 +2794,11 @@ void P_DisplayWeapon(void)
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if (*weaponFrame > 4 && *weaponFrame < 12)
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{
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int randomOffset = doAnim ? rand()&7 : 0;
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G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 140 - (pPlayer->look_ang >> 1),
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G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 140 - (fix16_to_int(pPlayer->q16look_ang) >> 1),
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randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
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CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal);
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if (doAnim) randomOffset = rand()&7;
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G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 184 - (pPlayer->look_ang >> 1),
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G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 184 - (fix16_to_int(pPlayer->q16look_ang) >> 1),
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randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
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CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal);
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}
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@ -2806,20 +2806,20 @@ void P_DisplayWeapon(void)
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if (*weaponFrame < 8)
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{
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int const randomOffset = doAnim ? rand()&7 : 0;
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G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 162 - (pPlayer->look_ang >> 1),
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G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 162 - (fix16_to_int(pPlayer->q16look_ang) >> 1),
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randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
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CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal);
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 233 - weaponYOffset,
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CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
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}
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else
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 233 - weaponYOffset,
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CHAINGUN + 1, weaponShade, weaponBits, weaponPal);
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break;
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}
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G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - (pPlayer->look_ang >> 1), weaponY + 260 - weaponYOffset,
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G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 260 - weaponYOffset,
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CHAINGUN, weaponShade, weaponBits, weaponPal);
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break;
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@ -2832,7 +2832,7 @@ void P_DisplayWeapon(void)
|
|||
if ((*weaponFrame) == 2)
|
||||
pistolOffset -= 3;
|
||||
|
||||
G_DrawWeaponTileWithID(currentWeapon, (pistolOffset - (pPlayer->look_ang >> 1)), (weaponY + 244 - weaponYOffset),
|
||||
G_DrawWeaponTileWithID(currentWeapon, (pistolOffset - (fix16_to_int(pPlayer->q16look_ang) >> 1)), (weaponY + 244 - weaponYOffset),
|
||||
FIRSTGUN + pistolFrames[*weaponFrame > 2 ? 0 : *weaponFrame], weaponShade, 2,
|
||||
weaponPal);
|
||||
|
||||
|
@ -2843,41 +2843,41 @@ void P_DisplayWeapon(void)
|
|||
weaponBits |= 512;
|
||||
|
||||
if ((*weaponFrame) < 10)
|
||||
G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 230 - weaponYOffset, FIRSTGUN + 4,
|
||||
G_DrawWeaponTileWithID(currentWeapon, 194 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 230 - weaponYOffset, FIRSTGUN + 4,
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
else if ((*weaponFrame) < 15)
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, 244 - ((*weaponFrame) << 3) - (pPlayer->look_ang >> 1),
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, 244 - ((*weaponFrame) << 3) - (fix16_to_int(pPlayer->q16look_ang) >> 1),
|
||||
weaponY + 130 - weaponYOffset + ((*weaponFrame) << 4), FIRSTGUN + 6, weaponShade,
|
||||
weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
else if ((*weaponFrame) < 20)
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, 124 + ((*weaponFrame) << 1) - (pPlayer->look_ang >> 1),
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, 124 + ((*weaponFrame) << 1) - (fix16_to_int(pPlayer->q16look_ang) >> 1),
|
||||
weaponY + 430 - weaponYOffset - ((*weaponFrame) << 3), FIRSTGUN + 6, weaponShade,
|
||||
weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
|
||||
else if ((*weaponFrame) < (WW2GI ? PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 12 : (NAM ? 38 : 23)))
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 2, 184 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset,
|
||||
G_DrawWeaponTileWithID(currentWeapon << 2, 184 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 235 - weaponYOffset,
|
||||
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 210 - weaponYOffset, FIRSTGUN + 5,
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 210 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
else if ((*weaponFrame) < (WW2GI ? PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 6 : (NAM ? 44 : 25)))
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 2, 164 - (pPlayer->look_ang >> 1), weaponY + 245 - weaponYOffset,
|
||||
G_DrawWeaponTileWithID(currentWeapon << 2, 164 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 245 - weaponYOffset,
|
||||
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
else if ((*weaponFrame) < (WW2GI ? PWEAPON(screenpeek, PISTOL_WEAPON, Reload) : (NAM ? 50 : 27)))
|
||||
G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset, FIRSTGUN + 5,
|
||||
G_DrawWeaponTileWithID(currentWeapon, 194 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 235 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
|
||||
break;
|
||||
|
@ -3050,13 +3050,13 @@ void P_DisplayWeapon(void)
|
|||
weaponY += rand() & 3;
|
||||
}
|
||||
weaponYOffset -= 16;
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset,
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 210 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 261 - weaponYOffset,
|
||||
FREEZE + 2, -32, weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset,
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 235 - weaponYOffset,
|
||||
FREEZE + 3 + freezerFrames[*weaponFrame % 6], -32, weaponBits, weaponPal);
|
||||
}
|
||||
else
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset,
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (fix16_to_int(pPlayer->q16look_ang) >> 1), weaponY + 261 - weaponYOffset,
|
||||
FREEZE, weaponShade, weaponBits, weaponPal);
|
||||
break;
|
||||
|
||||
|
@ -6820,7 +6820,7 @@ void P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer)
|
|||
pPlayer->vel.x = 0;
|
||||
pPlayer->vel.y = 0;
|
||||
sprite[pPlayer->i].xvel = 0;
|
||||
pPlayer->look_ang = 0;
|
||||
pPlayer->q16look_ang = 0;
|
||||
pPlayer->q16rotscrnang = 0;
|
||||
}
|
||||
|
||||
|
@ -7821,17 +7821,17 @@ check_enemy_sprite:
|
|||
if (pPlayer->q16rotscrnang && !fix16_sdiv(pPlayer->q16rotscrnang, fix16_from_int(2)))
|
||||
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_int(ksgn(fix16_to_int(pPlayer->q16rotscrnang))));
|
||||
|
||||
pPlayer->look_ang -= (pPlayer->look_ang >> 2);
|
||||
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_sdiv(pPlayer->q16look_ang, fix16_from_int(4)));
|
||||
|
||||
if (pPlayer->look_ang && !(pPlayer->look_ang >> 2))
|
||||
pPlayer->look_ang -= ksgn(pPlayer->look_ang);
|
||||
if (pPlayer->q16look_ang && !fix16_sdiv(pPlayer->q16look_ang, fix16_from_int(4)))
|
||||
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_int(ksgn(fix16_to_int(pPlayer->q16look_ang))));
|
||||
|
||||
if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT) && (!RRRA || !pPlayer->on_motorcycle))
|
||||
{
|
||||
// look_left
|
||||
if (VM_OnEvent(EVENT_LOOKLEFT,pPlayer->i,playerNum) == 0)
|
||||
{
|
||||
pPlayer->look_ang -= 152;
|
||||
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_int(152));
|
||||
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_int(24));
|
||||
}
|
||||
}
|
||||
|
@ -7841,7 +7841,7 @@ check_enemy_sprite:
|
|||
// look_right
|
||||
if (VM_OnEvent(EVENT_LOOKRIGHT,pPlayer->i,playerNum) == 0)
|
||||
{
|
||||
pPlayer->look_ang += 152;
|
||||
pPlayer->q16look_ang = fix16_sadd(pPlayer->q16look_ang, fix16_from_int(152));
|
||||
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_int(24));
|
||||
}
|
||||
}
|
||||
|
@ -7860,7 +7860,7 @@ check_enemy_sprite:
|
|||
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_int(24));
|
||||
}
|
||||
if (pPlayer->sea_sick < 250)
|
||||
pPlayer->look_ang += (krand2()&255)-128;
|
||||
pPlayer->q16look_ang = fix16_sadd(pPlayer->q16look_ang, fix16_from_int((krand2()&255)-128));
|
||||
}
|
||||
|
||||
int velocityModifier = TICSPERFRAME;
|
||||
|
@ -9076,22 +9076,22 @@ void P_DHProcessInput(int playerNum)
|
|||
if (pPlayer->q16rotscrnang && !fix16_sdiv(pPlayer->q16rotscrnang, fix16_from_int(2)))
|
||||
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_int(ksgn(fix16_to_int(pPlayer->q16rotscrnang))));
|
||||
|
||||
pPlayer->look_ang -= (pPlayer->look_ang >> 2);
|
||||
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_sdiv(pPlayer->q16look_ang, fix16_from_int(4)));
|
||||
|
||||
if (pPlayer->look_ang && !(pPlayer->look_ang >> 2))
|
||||
pPlayer->look_ang -= ksgn(pPlayer->look_ang);
|
||||
if (pPlayer->q16look_ang && !fix16_sdiv(pPlayer->q16look_ang, fix16_from_int(4)))
|
||||
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_int(ksgn(fix16_to_int(pPlayer->q16look_ang))));
|
||||
|
||||
if (TEST_SYNC_KEY(playerBits, SK_LOOK_LEFT) && !pPlayer->on_motorcycle)
|
||||
{
|
||||
// look_left
|
||||
pPlayer->look_ang -= 152;
|
||||
pPlayer->q16look_ang = fix16_ssub(pPlayer->q16look_ang, fix16_from_int(152));
|
||||
pPlayer->q16rotscrnang = fix16_sadd(pPlayer->q16rotscrnang, fix16_from_int(24));
|
||||
}
|
||||
|
||||
if (TEST_SYNC_KEY(playerBits, SK_LOOK_RIGHT) && !pPlayer->on_motorcycle)
|
||||
{
|
||||
// look_right
|
||||
pPlayer->look_ang += 152;
|
||||
pPlayer->q16look_ang = fix16_sadd(pPlayer->q16look_ang, fix16_from_int(152));
|
||||
pPlayer->q16rotscrnang = fix16_ssub(pPlayer->q16rotscrnang, fix16_from_int(24));
|
||||
}
|
||||
|
||||
|
|
|
@ -152,9 +152,10 @@ typedef struct {
|
|||
|
||||
int16_t loogiex[64], loogiey[64], sbs, sound_pitch;
|
||||
|
||||
int16_t cursectnum, look_ang, last_extra, subweapon;
|
||||
int16_t cursectnum, last_extra, subweapon;
|
||||
int16_t max_ammo_amount[MAX_WEAPONS], ammo_amount[MAX_WEAPONS], inv_amount[GET_MAX];
|
||||
int16_t wackedbyactor, pyoff, opyoff;
|
||||
fix16_t q16look_ang;
|
||||
|
||||
int16_t newowner, jumping_counter, airleft;
|
||||
int16_t fta, ftq, access_wallnum, access_spritenum;
|
||||
|
@ -226,7 +227,7 @@ typedef struct {
|
|||
int32_t dhat60f, dhat613, dhat617, dhat61b, dhat61f;
|
||||
|
||||
int8_t crouch_toggle;
|
||||
int8_t padding_[1];
|
||||
int8_t padding_[7];
|
||||
} DukePlayer_t;
|
||||
|
||||
// KEEPINSYNC lunatic/_defs_game.lua
|
||||
|
|
|
@ -908,7 +908,7 @@ void P_ResetStatus(int playerNum)
|
|||
pPlayer->heat_on = 0;
|
||||
pPlayer->jetpack_on = 0;
|
||||
pPlayer->holoduke_on = -1;
|
||||
pPlayer->look_ang = 512 - ((ud.level_number & 1) << 10);
|
||||
pPlayer->q16look_ang = fix16_from_int(512 - ((ud.level_number & 1) << 10));
|
||||
pPlayer->q16rotscrnang = 0;
|
||||
pPlayer->oq16rotscrnang = fix16_one; // JBF 20031220
|
||||
pPlayer->newowner = -1;
|
||||
|
|
|
@ -841,12 +841,12 @@ void G_DisplayRest(int32_t smoothratio)
|
|||
if (!DEER && g_player[myconnectindex].ps->newowner == -1 && ud.overhead_on == 0 && cl_crosshair && ud.camerasprite == -1)
|
||||
{
|
||||
int32_t a = CROSSHAIR;
|
||||
//ud.returnvar[0] = (160<<16) - (g_player[myconnectindex].ps->look_ang<<15);
|
||||
//ud.returnvar[0] = (160<<16) - (fix16_to_int(g_player[myconnectindex].ps->q16look_ang)<<15);
|
||||
//ud.returnvar[1] = 100<<16;
|
||||
//int32_t a = VM_OnEventWithReturn(EVENT_DISPLAYCROSSHAIR, g_player[screenpeek].ps->i, screenpeek, CROSSHAIR);
|
||||
if ((unsigned) a < MAXTILES)
|
||||
{
|
||||
vec2_t crosshairpos = { (160<<16) - (g_player[myconnectindex].ps->look_ang<<15), 100<<16 };
|
||||
vec2_t crosshairpos = { (160<<16) - (fix16_to_int(g_player[myconnectindex].ps->q16look_ang)<<15), 100<<16 };
|
||||
//vec2_t crosshairpos = { ud.returnvar[0], ud.returnvar[1] };
|
||||
uint32_t crosshair_o = 1|2;
|
||||
uint32_t crosshair_scale = divscale16(cl_crosshairscale, 100);
|
||||
|
|
Loading…
Reference in a new issue