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Fix some inaccuracies to the released versions of NAM and WWII GI.
*Both: Reload frame display for weapon 1 *WW2GI: Some effect bits for changes in ammo amount of weapon 11 in the status bar Thanks to NY00123 for detailed comparisons of the released source code to the original binaries! git-svn-id: https://svn.eduke32.com/eduke32@6867 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 11 additions and 7 deletions
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@ -2508,10 +2508,10 @@ void P_DisplayWeapon(void)
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if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE)
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weaponBits |= 512;
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if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 17)
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if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 40 : 17))
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G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 230 - weaponYOffset, FIRSTGUN + 4,
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weaponShade, weaponBits, weaponPal);
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else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 12)
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else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 35 : 12))
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{
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G_DrawWeaponTileWithID(currentWeapon << 1, 244 - ((*weaponFrame) << 3) - (pPlayer->look_ang >> 1),
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weaponY + 130 - weaponYOffset + ((*weaponFrame) << 4), FIRSTGUN + 6, weaponShade,
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@ -2519,7 +2519,7 @@ void P_DisplayWeapon(void)
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G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
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weaponShade, weaponBits, weaponPal);
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}
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else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 7)
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else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 30 : 7))
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{
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G_DrawWeaponTileWithID(currentWeapon << 1, 124 + ((*weaponFrame) << 1) - (pPlayer->look_ang >> 1),
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weaponY + 430 - weaponYOffset - ((*weaponFrame) << 3), FIRSTGUN + 6, weaponShade,
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@ -2528,14 +2528,14 @@ void P_DisplayWeapon(void)
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weaponShade, weaponBits, weaponPal);
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}
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else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 12 : 4))
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else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 12 : 4))
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{
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G_DrawWeaponTileWithID(currentWeapon << 2, 184 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset,
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FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);
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G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 210 - weaponYOffset, FIRSTGUN + 5,
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weaponShade, weaponBits, weaponPal);
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}
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else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 6 : 2))
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else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 6 : 2))
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{
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G_DrawWeaponTileWithID(currentWeapon << 2, 164 - (pPlayer->look_ang >> 1), weaponY + 245 - weaponYOffset,
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FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);
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@ -841,7 +841,10 @@ void G_DrawStatusBar(int32_t snum)
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sbar.ammo_amount[i] = p->ammo_amount[i];
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if (i < 9)
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u |= ((2<<i)+1024);
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else u |= 65536L+1024;
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else if (WW2GI && i == 11)
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u |= 1024 + 128;
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else
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u |= 65536L+1024;
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}
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if ((sbar.gotweapon & (1<<i)) != (p->gotweapon & (1<<i)))
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@ -852,7 +855,8 @@ void G_DrawStatusBar(int32_t snum)
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if (i < 9)
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u |= ((2<<i)+1024);
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else u |= 65536L+1024;
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else
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u |= 65536L+1024;
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}
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}
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