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- SW: Allow disabling melee weapon blurring.
This commit is contained in:
parent
b0090b07fc
commit
4370686c81
3 changed files with 42 additions and 8 deletions
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@ -81,6 +81,7 @@ CVARD(Bool, cl_swaltnukeinit, false, CVAR_ARCHIVE, "enable/disable SW alternativ
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CVARD(Bool, cl_dukefixrpgrecoil, false, CVAR_ARCHIVE, "soften recoil of Duke 3D's RPG")
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CVARD(Bool, cl_smoothsway, false, CVAR_ARCHIVE, "move SW weapon left and right smoothly while bobbing")
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CVARD(Bool, cl_showmagamt, false, CVAR_ARCHIVE, "show the amount of rounds left in the magazine of your weapon on the modern HUD")
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CVARD(Bool, cl_nomeleeblur, false, CVAR_ARCHIVE, "enable/disable blur effect with melee weapons in SW")
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CUSTOM_CVARD(Int, cl_crosshairscale, 50, CVAR_ARCHIVE, "changes the size of the crosshair")
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{
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if (self < 1) self = 1;
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@ -26,6 +26,7 @@ EXTERN_CVAR(Bool, cl_swaltnukeinit)
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EXTERN_CVAR(Bool, cl_dukefixrpgrecoil)
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EXTERN_CVAR(Bool, cl_smoothsway)
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EXTERN_CVAR(Bool, cl_showmagamt)
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EXTERN_CVAR(Bool, cl_nomeleeblur)
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EXTERN_CVAR(Bool, demorec_seeds_cvar)
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EXTERN_CVAR(Bool, demoplay_diffs)
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@ -1017,7 +1017,11 @@ pSwordSlide(PANEL_SPRITEp psp)
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nx = xs_CRoundToInt(psp->x * FRACUNIT) | psp->xfract;
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ny = xs_CRoundToInt(psp->y * FRACUNIT) | psp->yfract;
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SpawnSwordBlur(psp);
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if (!cl_nomeleeblur)
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{
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SpawnSwordBlur(psp);
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}
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vel_adj = 24;
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nx += psp->vel * synctics * calcSinTableValue(NORM_ANGLE(psp->ang + 512)) / 64.;
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@ -1043,7 +1047,11 @@ pSwordSlideDown(PANEL_SPRITEp psp)
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nx = xs_CRoundToInt(psp->x * FRACUNIT) | psp->xfract;
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ny = xs_CRoundToInt(psp->y * FRACUNIT) | psp->yfract;
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SpawnSwordBlur(psp);
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if (!cl_nomeleeblur)
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{
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SpawnSwordBlur(psp);
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}
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vel_adj = 20;
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vel = 2500;
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@ -1102,7 +1110,11 @@ pSwordSlideR(PANEL_SPRITEp psp)
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nx = xs_CRoundToInt(psp->x * FRACUNIT) | psp->xfract;
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ny = xs_CRoundToInt(psp->y * FRACUNIT) | psp->yfract;
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SpawnSwordBlur(psp);
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if (!cl_nomeleeblur)
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{
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SpawnSwordBlur(psp);
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}
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vel_adj = 24;
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nx += psp->vel * synctics * calcSinTableValue(NORM_ANGLE(psp->ang + 1024 + 512)) / 64.;
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@ -1128,7 +1140,11 @@ pSwordSlideDownR(PANEL_SPRITEp psp)
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nx = xs_CRoundToInt(psp->x * FRACUNIT) | psp->xfract;
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ny = xs_CRoundToInt(psp->y * FRACUNIT) | psp->yfract;
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SpawnSwordBlur(psp);
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if (!cl_nomeleeblur)
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{
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SpawnSwordBlur(psp);
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}
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vel_adj = 24;
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vel = 2500;
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@ -6244,7 +6260,11 @@ pFistSlide(PANEL_SPRITEp psp)
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//nx = xs_CRoundToInt(psp->x * FRACUNIT) | psp->xfract;
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ny = xs_CRoundToInt(psp->y * FRACUNIT) | psp->yfract;
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SpawnFistBlur(psp);
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if (!cl_nomeleeblur)
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{
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SpawnFistBlur(psp);
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}
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vel_adj = 68;
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//nx += psp->vel * synctics * calcSinTableValue(NORM_ANGLE(psp->ang)) / 64.;
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@ -6270,7 +6290,11 @@ pFistSlideDown(PANEL_SPRITEp psp)
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nx = xs_CRoundToInt(psp->x * FRACUNIT) | psp->xfract;
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ny = xs_CRoundToInt(psp->y * FRACUNIT) | psp->yfract;
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SpawnFistBlur(psp);
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if (!cl_nomeleeblur)
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{
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SpawnFistBlur(psp);
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}
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vel_adj = 48;
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vel = 3500;
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@ -6363,7 +6387,11 @@ pFistSlideR(PANEL_SPRITEp psp)
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//nx = xs_CRoundToInt(psp->x * FRACUNIT) | psp->xfract;
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ny = xs_CRoundToInt(psp->y * FRACUNIT) | psp->yfract;
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SpawnFistBlur(psp);
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if (!cl_nomeleeblur)
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{
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SpawnFistBlur(psp);
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}
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vel_adj = 68;
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//nx += psp->vel * synctics * calcSinTableValue(NORM_ANGLE(psp->ang)) / 64.;
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@ -6389,7 +6417,11 @@ pFistSlideDownR(PANEL_SPRITEp psp)
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nx = xs_CRoundToInt(psp->x * FRACUNIT) | psp->xfract;
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ny = xs_CRoundToInt(psp->y * FRACUNIT) | psp->yfract;
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SpawnFistBlur(psp);
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if (!cl_nomeleeblur)
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{
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SpawnFistBlur(psp);
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}
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vel_adj = 48;
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vel = 3500;
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