- Blood: Add interpolated weapon QAVs to WeaponInit() and WeaponPrecache() functions.

This commit is contained in:
Mitchell Richters 2021-08-28 16:41:51 +10:00
parent 726edc199e
commit 2fbfa82fe8

View file

@ -228,23 +228,35 @@ void SpawnShellEject(PLAYER *pPlayer, int a2, int a3)
void WeaponInit(void)
{
for (int i = 0; i < kQAVEnd; i++)
auto doInit = [](const int base)
{
auto pQAV = getQAV(i);
if (!pQAV)
I_Error("Could not load QAV %d\n", i);
pQAV->nSprite = -1;
}
for (int i = base; i < (kQAVEnd + base); i++)
{
auto pQAV = getQAV(i);
if (!pQAV)
I_Error("Could not load QAV %d\n", i);
pQAV->nSprite = -1;
}
};
doInit(0);
doInit(10000);
}
void WeaponPrecache()
{
for (int i = 0; i < kQAVEnd; i++)
auto doPrecache = [](const int base)
{
auto pQAV = getQAV(i);
if (pQAV)
pQAV->Precache();
}
for (int i = base; i < (kQAVEnd + base); i++)
{
auto pQAV = getQAV(i);
if (pQAV)
pQAV->Precache();
}
};
doPrecache(0);
doPrecache(10000);
}
void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum)