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https://github.com/ZDoom/raze-gles.git
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feature: option to show voxels instead of sprites for showing weapon (#233)
# Conflicts: # source/blood/src/controls.cpp # source/blood/src/menu.cpp # source/blood/src/osdcmd.cpp
This commit is contained in:
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c0d5ca8ab8
commit
441bd25ca5
3 changed files with 51 additions and 32 deletions
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@ -266,7 +266,7 @@ void ctrlGetInput(void)
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if (BUTTON(gamefunc_Show_Opponents_Weapon))
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{
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CONTROL_ClearButton(gamefunc_Show_Opponents_Weapon);
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cl_showweapon = !cl_showweapon;
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cl_showweapon = (cl_showweapon + 1) & 3;
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}
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if (BUTTON(gamefunc_Jump))
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@ -59,7 +59,7 @@ void SetCDVol(CGameMenuItemSlider *);
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void SetDoppler(CGameMenuItemZBool *);
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void SetCrosshair(CGameMenuItemZBool *);
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void SetCenterHoriz(CGameMenuItemZBool *);
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void SetShowWeapons(CGameMenuItemZBool *);
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void SetShowWeapons(CGameMenuItemZCycle *);
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void SetSlopeTilting(CGameMenuItemZBool *);
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void SetViewBobbing(CGameMenuItemZBool *);
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void SetViewSwaying(CGameMenuItemZBool *);
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@ -146,6 +146,12 @@ const char *zDiffStrings[] =
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"EXTRA CRISPY",
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};
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const char *pzShowWeaponStrings[] = {
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"OFF",
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"SPRITE",
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"VOXEL"
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};
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char zUserMapName[16];
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const char *zEpisodeNames[6];
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const char *zLevelNames[6][16];
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@ -229,7 +235,7 @@ CGameMenuItemSlider sliderSound("SOUND:", 3, 66, 80, 180, snd_fxvolume, 0, 256,
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//CGameMenuItemSlider sliderCDAudio("CD AUDIO:", 3, 66, 90, 180, CDVolume, 0, 256, 48, SetCDVol, -1, -1);
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CGameMenuItemZBool bool3DAudio("3D AUDIO:", 3, 66, 100, 180, snd_doppler, SetDoppler, NULL, NULL);
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CGameMenuItemZBool boolCrosshair("CROSSHAIR:", 3, 66, 110, 180, cl_crosshair, SetCrosshair, NULL, NULL);
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CGameMenuItemZBool boolShowWeapons("SHOW WEAPONS:", 3, 66, 120, 180, cl_showweapon, SetShowWeapons, NULL, NULL);
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CGameMenuItemZCycle itemCycleShowWeapons("SHOW WEAPONS:", 3, 66, 120, 180, 0, SetShowWeapons, pzShowWeaponStrings, ARRAY_SSIZE(pzShowWeaponStrings), 0);
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CGameMenuItemZBool boolSlopeTilting("SLOPE TILTING:", 3, 66, 130, 180, cl_slopetilting, SetSlopeTilting, NULL, NULL);
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CGameMenuItemZBool boolViewBobbing("VIEW BOBBING:", 3, 66, 140, 180, cl_viewvbob, SetViewBobbing, NULL, NULL);
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CGameMenuItemZBool boolViewSwaying("VIEW SWAYING:", 3, 66, 150, 180, cl_viewhbob, SetViewSwaying, NULL, NULL);
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@ -404,7 +410,7 @@ CGameMenuItemTitle itemOptionsGameTitle("GAME SETUP", 1, 160, 20, 2038);
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CGameMenuItemZBool itemOptionsGameBoolWeaponsV10X("V1.0x WEAPONS BALANCE:", 3, 66, 130, 180, gWeaponsV10x, SetWeaponsV10X, NULL, NULL);
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///////////////////
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CGameMenuItemZBool itemOptionsGameBoolShowWeapons("SHOW WEAPONS:", 3, 66, 70, 180, cl_showweapon, SetShowWeapons, NULL, NULL);
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CGameMenuItemZCycle itemOptionsGameShowWeapons("SHOW WEAPONS:", 3, 66, 70, 180, 0, SetShowWeapons, pzShowWeaponStrings, ARRAY_SSIZE(pzShowWeaponStrings), 0);
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CGameMenuItemZBool itemOptionsGameBoolSlopeTilting("SLOPE TILTING:", 3, 66, 80, 180, cl_slopetilting, SetSlopeTilting, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewBobbing("VIEW BOBBING:", 3, 66, 90, 180, cl_viewvbob, SetViewBobbing, NULL, NULL);
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CGameMenuItemZBool itemOptionsGameBoolViewSwaying("VIEW SWAYING:", 3, 66, 100, 180, cl_viewhbob, SetViewSwaying, NULL, NULL);
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@ -760,7 +766,7 @@ void SetupOptionsOldMenu(void)
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sliderSound.nValue = ClipRange(snd_fxvolume, sliderSound.nRangeLow, sliderSound.nRangeHigh);
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bool3DAudio.at20 = snd_doppler;
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boolCrosshair.at20 = cl_crosshair;
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boolShowWeapons.at20 = cl_showweapon;
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itemCycleShowWeapons.m_nFocus = cl_showweapon;
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boolSlopeTilting.at20 = cl_slopetilting;
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boolViewBobbing.at20 = cl_viewvbob;
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boolViewSwaying.at20 = cl_viewhbob;
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@ -774,7 +780,7 @@ void SetupOptionsOldMenu(void)
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//menuOptionsOld.Add(&sliderCDAudio, false);
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menuOptionsOld.Add(&bool3DAudio, false);
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menuOptionsOld.Add(&boolCrosshair, false);
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menuOptionsOld.Add(&boolShowWeapons, false);
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menuOptionsOld.Add(&itemCycleShowWeapons, false);
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menuOptionsOld.Add(&boolSlopeTilting, false);
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menuOptionsOld.Add(&boolViewBobbing, false);
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menuOptionsOld.Add(&boolViewSwaying, false);
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@ -1111,7 +1117,7 @@ void SetupOptionsMenu(void)
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menuOptions.Add(&itemBloodQAV, false);
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menuOptionsGame.Add(&itemOptionsGameTitle, false);
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menuOptionsGame.Add(&itemOptionsGameBoolShowWeapons, true);
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menuOptionsGame.Add(&itemOptionsGameShowWeapons, true);
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menuOptionsGame.Add(&itemOptionsGameBoolSlopeTilting, false);
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menuOptionsGame.Add(&itemOptionsGameBoolViewBobbing, false);
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menuOptionsGame.Add(&itemOptionsGameBoolViewSwaying, false);
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@ -1126,7 +1132,7 @@ void SetupOptionsMenu(void)
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//menuOptionsGame.Add(&itemOptionsGameChainParentalLock, false);
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menuOptionsGame.Add(&itemBloodQAV, false);
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itemOptionsGameBoolShowWeapons.at20 = cl_showweapon;
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itemOptionsGameShowWeapons.m_nFocus = cl_showweapon;
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itemOptionsGameBoolSlopeTilting.at20 = cl_slopetilting;
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itemOptionsGameBoolViewBobbing.at20 = cl_viewvbob;
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itemOptionsGameBoolViewSwaying.at20 = cl_viewhbob;
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@ -1401,9 +1407,9 @@ void SetWeaponsV10X(CGameMenuItemZBool* pItem)
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}
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////
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void SetShowWeapons(CGameMenuItemZBool *pItem)
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void SetShowWeapons(CGameMenuItemZCycle *pItem)
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{
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cl_showweapon = pItem->at20;
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cl_showweapon = pItem->m_nFocus;
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}
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void SetSlopeTilting(CGameMenuItemZBool *pItem)
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@ -1151,25 +1151,24 @@ AMMOICON gAmmoIcons[] = {
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struct WEAPONICON {
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short nTile;
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char xRepeat;
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char yRepeat;
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char zOffset;
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};
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WEAPONICON gWeaponIcon[] = {
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{ -1, 0, 0 },
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{ -1, 0, 0 },
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{ 524, 32, 32 },
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{ 559, 32, 32 },
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{ 558, 32, 32 },
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{ 526, 32, 32 },
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{ 589, 32, 32 },
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{ 618, 32, 32 },
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{ 539, 32, 32 },
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{ 800, 32, 32 },
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{ 525, 32, 32 },
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{ 811, 32, 32 },
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{ 810, 32, 32 },
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{ -1, 0, 0 },
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{ -1, 0 },
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{ -1, 0 }, // 1: pitchfork
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{ 524, 6 }, // 2: flare gun
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{ 559, 6 }, // 3: shotgun
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{ 558, 8 }, // 4: tommy gun
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{ 526, 6 }, // 5: napalm launcher
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{ 589, 11 }, // 6: dynamite
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{ 618, 11 }, // 7: spray can
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{ 539, 6 }, // 8: tesla gun
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{ 800, 0 }, // 9: life leech
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{ 525, 11 }, // 10: voodoo doll
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{ 811, 11 }, // 11: proxy bomb
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{ 810, 11 }, // 12: remote bomb
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{ -1, 0 },
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};
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int dword_14C508;
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@ -2156,17 +2155,31 @@ uspritetype *viewAddEffect(int nTSprite, VIEW_EFFECT nViewEffect)
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{
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dassert(pTSprite->type >= kDudePlayer1 && pTSprite->type <= kDudePlayer8);
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PLAYER *pPlayer = &gPlayer[pTSprite->type-kDudePlayer1];
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if (gWeaponIcon[pPlayer->curWeapon].nTile < 0) break;
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WEAPONICON weaponIcon = gWeaponIcon[pPlayer->curWeapon];
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const int nTile = weaponIcon.nTile;
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if (nTile < 0) break;
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uspritetype *pNSprite = viewInsertTSprite(pTSprite->sectnum, 32767, pTSprite);
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int top, bottom;
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GetSpriteExtents((spritetype *)pTSprite, &top, &bottom);
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pNSprite->x = pTSprite->x;
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pNSprite->y = pTSprite->y;
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pNSprite->z = pTSprite->z-(32<<8);
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pNSprite->picnum = gWeaponIcon[pPlayer->curWeapon].nTile;
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pNSprite->picnum = nTile;
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pNSprite->shade = pTSprite->shade;
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pNSprite->xrepeat = gWeaponIcon[pPlayer->curWeapon].xRepeat;
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pNSprite->yrepeat = gWeaponIcon[pPlayer->curWeapon].yRepeat;
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pNSprite->xrepeat = 32;
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pNSprite->yrepeat = 32;
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const int nVoxel = voxelIndex[nTile];
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if (gShowWeapon == 2 && usevoxels && gDetail >= 4 && videoGetRenderMode() != REND_POLYMER && nVoxel != -1)
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{
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pNSprite->cstat |= 48;
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pNSprite->cstat &= ~8;
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pNSprite->picnum = nVoxel;
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pNSprite->z -= weaponIcon.zOffset<<8;
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const int lifeLeech = 9;
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if (pPlayer->curWeapon == lifeLeech)
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{
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pNSprite->x -= mulscale30(128, Cos(pNSprite->ang));
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pNSprite->y -= mulscale30(128, Sin(pNSprite->ang));
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}
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}
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break;
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}
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}
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