mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
reduce dependency of code on global gameclock variable
passing it as parameter to operateweapon*
This commit is contained in:
parent
007c6e122d
commit
34104a74d8
3 changed files with 26 additions and 26 deletions
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@ -41,7 +41,7 @@ source as it is released.
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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void fireweapon_ww(int snum);
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void fireweapon_ww(int snum);
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void operateweapon_ww(int snum, ESyncBits actions, int psect);
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void operateweapon_ww(int snum, ESyncBits actions, int psect, int ticker);
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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//
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//
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@ -2077,7 +2077,7 @@ static void fireweapon(int snum)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void operateweapon(int snum, ESyncBits actions, int psect)
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static void operateweapon(int snum, ESyncBits actions, int psect, int ticker)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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int pi = p->i;
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int pi = p->i;
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@ -2181,7 +2181,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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{
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{
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fi.shoot(pi, SHOTSPARK1);
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fi.shoot(pi, SHOTSPARK1);
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S_PlayActorSound(PISTOL_FIRE, pi);
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S_PlayActorSound(PISTOL_FIRE, pi);
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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}
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}
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@ -2240,7 +2240,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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S_PlayActorSound(SHOTGUN_FIRE, pi);
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S_PlayActorSound(SHOTGUN_FIRE, pi);
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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}
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}
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@ -2293,7 +2293,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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S_PlayActorSound(CHAINGUN_FIRE, pi);
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S_PlayActorSound(CHAINGUN_FIRE, pi);
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fi.shoot(pi, CHAINGUN);
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fi.shoot(pi, CHAINGUN);
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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checkavailweapon(p);
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checkavailweapon(p);
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@ -2344,7 +2344,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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{
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{
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// make them visible if not set...
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// make them visible if not set...
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p->visibility = 0;
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p->visibility = 0;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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}
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}
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checkavailweapon(p);
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checkavailweapon(p);
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//#endif
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//#endif
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@ -2358,7 +2358,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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{
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{
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// make them visible if not set...
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// make them visible if not set...
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p->visibility = 0;
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p->visibility = 0;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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}
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}
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checkavailweapon(p);
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checkavailweapon(p);
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}
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}
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@ -2377,7 +2377,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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{
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{
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p->visibility = 0;
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p->visibility = 0;
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//flashColor = 176 + (252 << 8) + (120 << 16);
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//flashColor = 176 + (252 << 8) + (120 << 16);
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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checkavailweapon(p);
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checkavailweapon(p);
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}
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}
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}
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}
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@ -2403,7 +2403,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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(p->kickback_pic & 1))
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(p->kickback_pic & 1))
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{
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{
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p->visibility = 0;
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p->visibility = 0;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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fi.shoot(pi, RPG);
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fi.shoot(pi, RPG);
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p->ammo_amount[DEVISTATOR_WEAPON]--;
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p->ammo_amount[DEVISTATOR_WEAPON]--;
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checkavailweapon(p);
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checkavailweapon(p);
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@ -2413,7 +2413,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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else if (p->kickback_pic & 1)
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else if (p->kickback_pic & 1)
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{
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{
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p->visibility = 0;
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p->visibility = 0;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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fi.shoot(pi, RPG);
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fi.shoot(pi, RPG);
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p->ammo_amount[DEVISTATOR_WEAPON]--;
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p->ammo_amount[DEVISTATOR_WEAPON]--;
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checkavailweapon(p);
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checkavailweapon(p);
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@ -2433,7 +2433,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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p->ammo_amount[p->curr_weapon]--;
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p->ammo_amount[p->curr_weapon]--;
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p->visibility = 0;
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p->visibility = 0;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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fi.shoot(pi, FREEZEBLAST);
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fi.shoot(pi, FREEZEBLAST);
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checkavailweapon(p);
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checkavailweapon(p);
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}
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}
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@ -2516,7 +2516,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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if (p->kickback_pic == 4)
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if (p->kickback_pic == 4)
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{
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{
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p->ammo_amount[RPG_WEAPON]--;
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p->ammo_amount[RPG_WEAPON]--;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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fi.shoot(pi, RPG);
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fi.shoot(pi, RPG);
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checkavailweapon(p);
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checkavailweapon(p);
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@ -2625,8 +2625,8 @@ static void processweapon(int snum, ESyncBits actions, int psect)
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}
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}
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else if (p->kickback_pic)
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else if (p->kickback_pic)
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{
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{
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if (!isWW2GI()) operateweapon(snum, actions, psect);
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if (!isWW2GI()) operateweapon(snum, actions, psect, gameclock);
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else operateweapon_ww(snum, actions, psect);
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else operateweapon_ww(snum, actions, psect, gameclock);
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -2771,7 +2771,7 @@ static void fireweapon(int snum)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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static void operateweapon(int snum, ESyncBits actions, int psect)
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static void operateweapon(int snum, ESyncBits actions, int psect, int ticker)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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int pi = p->i;
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int pi = p->i;
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@ -2882,7 +2882,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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p->noise_radius = 8192;
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p->noise_radius = 8192;
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madenoise(snum);
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madenoise(snum);
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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if (psectlotag != 857)
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if (psectlotag != 857)
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{
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{
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@ -2961,7 +2961,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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p->noise_radius = 8192;
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p->noise_radius = 8192;
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madenoise(snum);
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madenoise(snum);
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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}
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}
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@ -3072,7 +3072,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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fi.shoot(pi, CHAINGUN);
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fi.shoot(pi, CHAINGUN);
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p->noise_radius = 8192;
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p->noise_radius = 8192;
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madenoise(snum);
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madenoise(snum);
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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if (psectlotag != 857)
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if (psectlotag != 857)
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@ -3128,7 +3128,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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if (p->kickback_pic == 2 || p->kickback_pic == 4)
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if (p->kickback_pic == 2 || p->kickback_pic == 4)
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{
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{
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p->visibility = 0;
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p->visibility = 0;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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S_PlayActorSound(CHAINGUN_FIRE, pi);
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S_PlayActorSound(CHAINGUN_FIRE, pi);
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fi.shoot(pi, SHOTSPARK1);
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fi.shoot(pi, SHOTSPARK1);
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p->noise_radius = 16384;
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p->noise_radius = 16384;
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@ -3155,7 +3155,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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if (p->kickback_pic == 2 || p->kickback_pic == 4)
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if (p->kickback_pic == 2 || p->kickback_pic == 4)
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{
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{
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p->visibility = 0;
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p->visibility = 0;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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S_PlayActorSound(CHAINGUN_FIRE, pi);
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S_PlayActorSound(CHAINGUN_FIRE, pi);
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fi.shoot(pi, CHAINGUN);
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fi.shoot(pi, CHAINGUN);
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p->noise_radius = 16384;
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p->noise_radius = 16384;
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@ -3213,7 +3213,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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{
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{
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p->ammo_amount[ALIENBLASTER_WEAPON]--;
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p->ammo_amount[ALIENBLASTER_WEAPON]--;
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p->visibility = 0;
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p->visibility = 0;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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checkavailweapon(p);
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checkavailweapon(p);
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}
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}
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else if (p->kickback_pic == 12)
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else if (p->kickback_pic == 12)
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@ -3322,7 +3322,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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p->ammo_amount[CROSSBOW_WEAPON]--;
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p->ammo_amount[CROSSBOW_WEAPON]--;
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if (p->ammo_amount[DYNAMITE_WEAPON])
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if (p->ammo_amount[DYNAMITE_WEAPON])
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p->ammo_amount[DYNAMITE_WEAPON]--;
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p->ammo_amount[DYNAMITE_WEAPON]--;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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fi.shoot(pi, RPG);
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fi.shoot(pi, RPG);
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p->noise_radius = 32768;
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p->noise_radius = 32768;
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@ -3340,7 +3340,7 @@ static void operateweapon(int snum, ESyncBits actions, int psect)
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if (p->kickback_pic == 4)
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if (p->kickback_pic == 4)
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{
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{
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p->ammo_amount[CHICKEN_WEAPON]--;
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p->ammo_amount[CHICKEN_WEAPON]--;
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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fi.shoot(pi, RPG2);
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fi.shoot(pi, RPG2);
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p->noise_radius = 32768;
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p->noise_radius = 32768;
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@ -3414,7 +3414,7 @@ static void processweapon(int snum, ESyncBits actions, int psect)
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}
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}
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else if (p->kickback_pic)
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else if (p->kickback_pic)
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{
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{
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operateweapon(snum, actions, psect);
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operateweapon(snum, actions, psect, gameclock);
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}
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}
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}
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}
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@ -306,7 +306,7 @@ void fireweapon_ww(int snum)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void operateweapon_ww(int snum, ESyncBits actions, int psect)
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void operateweapon_ww(int snum, ESyncBits actions, int psect, int ticker)
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{
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{
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auto p = &ps[snum];
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auto p = &ps[snum];
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int pi = p->i;
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int pi = p->i;
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@ -400,7 +400,7 @@ void operateweapon_ww(int snum, ESyncBits actions, int psect)
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if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE))
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if (!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_NOVISIBLE))
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{
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{
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// make them visible if not set...
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// make them visible if not set...
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lastvisinc = gameclock + 32;
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lastvisinc = ticker + 32;
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p->visibility = 0;
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p->visibility = 0;
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}
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}
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SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->i, snum);
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SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->i, snum);
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