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- Blood: Add interpolated weapon QAVs to WeaponInit()
and WeaponPrecache()
functions.
This commit is contained in:
parent
726edc199e
commit
2fbfa82fe8
1 changed files with 23 additions and 11 deletions
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@ -228,23 +228,35 @@ void SpawnShellEject(PLAYER *pPlayer, int a2, int a3)
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void WeaponInit(void)
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void WeaponInit(void)
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{
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{
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for (int i = 0; i < kQAVEnd; i++)
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auto doInit = [](const int base)
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{
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{
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auto pQAV = getQAV(i);
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for (int i = base; i < (kQAVEnd + base); i++)
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if (!pQAV)
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{
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I_Error("Could not load QAV %d\n", i);
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auto pQAV = getQAV(i);
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pQAV->nSprite = -1;
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if (!pQAV)
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}
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I_Error("Could not load QAV %d\n", i);
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pQAV->nSprite = -1;
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}
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};
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doInit(0);
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doInit(10000);
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}
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}
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void WeaponPrecache()
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void WeaponPrecache()
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{
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{
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for (int i = 0; i < kQAVEnd; i++)
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auto doPrecache = [](const int base)
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{
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{
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auto pQAV = getQAV(i);
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for (int i = base; i < (kQAVEnd + base); i++)
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if (pQAV)
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{
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pQAV->Precache();
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auto pQAV = getQAV(i);
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}
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if (pQAV)
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pQAV->Precache();
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}
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};
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doPrecache(0);
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doPrecache(10000);
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}
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}
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void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum)
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void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum)
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