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
This commit is contained in:
hendricks266 2018-05-02 07:12:49 +00:00
parent e36607fd88
commit 2ae24e56f2
2 changed files with 11 additions and 7 deletions

View file

@ -2508,10 +2508,10 @@ void P_DisplayWeapon(void)
if (!(duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING) && DUKE)
weaponBits |= 512;
if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 17)
if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 40 : 17))
G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 230 - weaponYOffset, FIRSTGUN + 4,
weaponShade, weaponBits, weaponPal);
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 12)
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 35 : 12))
{
G_DrawWeaponTileWithID(currentWeapon << 1, 244 - ((*weaponFrame) << 3) - (pPlayer->look_ang >> 1),
weaponY + 130 - weaponYOffset + ((*weaponFrame) << 4), FIRSTGUN + 6, weaponShade,
@ -2519,7 +2519,7 @@ void P_DisplayWeapon(void)
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal);
}
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 7)
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 30 : 7))
{
G_DrawWeaponTileWithID(currentWeapon << 1, 124 + ((*weaponFrame) << 1) - (pPlayer->look_ang >> 1),
weaponY + 430 - weaponYOffset - ((*weaponFrame) << 3), FIRSTGUN + 6, weaponShade,
@ -2528,14 +2528,14 @@ void P_DisplayWeapon(void)
weaponShade, weaponBits, weaponPal);
}
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 12 : 4))
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 12 : 4))
{
G_DrawWeaponTileWithID(currentWeapon << 2, 184 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset,
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 210 - weaponYOffset, FIRSTGUN + 5,
weaponShade, weaponBits, weaponPal);
}
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 6 : 2))
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (NAM_WW2GI ? 6 : 2))
{
G_DrawWeaponTileWithID(currentWeapon << 2, 164 - (pPlayer->look_ang >> 1), weaponY + 245 - weaponYOffset,
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);

View file

@ -841,7 +841,10 @@ void G_DrawStatusBar(int32_t snum)
sbar.ammo_amount[i] = p->ammo_amount[i];
if (i < 9)
u |= ((2<<i)+1024);
else u |= 65536L+1024;
else if (WW2GI && i == 11)
u |= 1024 + 128;
else
u |= 65536L+1024;
}
if ((sbar.gotweapon & (1<<i)) != (p->gotweapon & (1<<i)))
@ -852,7 +855,8 @@ void G_DrawStatusBar(int32_t snum)
if (i < 9)
u |= ((2<<i)+1024);
else u |= 65536L+1024;
else
u |= 65536L+1024;
}
}