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I guess this is right
git-svn-id: https://svn.eduke32.com/eduke32@175 1a8010ca-5511-0410-912e-c29ae57300e0
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544bdae42a
commit
51ba738aa0
6 changed files with 96 additions and 96 deletions
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@ -3353,11 +3353,8 @@ void polymost_drawrooms ()
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{
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{
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short hitsect, hitwall, hitsprite;
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short hitsect, hitwall, hitsprite;
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long vx, vy, vz, hitx, hity, hitz;
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long vx, vy, vz, hitx, hity, hitz;
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float ratioratio = 1.0;
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ratioratio = 1.2; //1.6 / (((float)(windowx2-windowx1+1)) / (windowy2-windowy1)); // computes the ratio between 16/10 and current resolution ratio
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ox2 = (searchx-ghalfx)/1.2; oy2 = (searchy-ghoriz)/ 1.2; oz2 = ghalfx;
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ox2 = (searchx-ghalfx)/ratioratio; oy2 = (searchy-ghoriz)/ /*((ratioratio > 1)?*/1.2/*:1)*/; oz2 = ghalfx;
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//Tilt rotation
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//Tilt rotation
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ox = ox2*gctang + oy2*gstang;
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ox = ox2*gctang + oy2*gstang;
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@ -455,6 +455,8 @@ struct cvarmappings {
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{ "cl_weaponswitch", "cl_weaponswitch: enable/disable auto weapon switching", (void*)&ud.weaponswitch, CVAR_INT|256, 0, 0, 3 },
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{ "cl_weaponswitch", "cl_weaponswitch: enable/disable auto weapon switching", (void*)&ud.weaponswitch, CVAR_INT|256, 0, 0, 3 },
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{ "r_arcorrection", "r_arcorrection: sets amount of aspect ratio correction", (void*)&glratiocorrection, CVAR_INT, 0, 0, 63 },
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{ "r_hudcorrect", "r_hudcorrect: enable/disable correct HUD weapon rendering", (void*)&glhudcorrect, CVAR_BOOL, 0, 0, 1 },
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{ "r_precache", "r_precache: enable/disable the pre-level caching routine", (void*)&useprecache, CVAR_BOOL, 0, 0, 1 }
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{ "r_precache", "r_precache: enable/disable the pre-level caching routine", (void*)&useprecache, CVAR_BOOL, 0, 0, 1 }
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};
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};
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@ -4912,11 +4912,13 @@ SHOOTINCODE:
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(aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum] && p->ammo_amount[p->curr_weapon] > 0
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(aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum] && p->ammo_amount[p->curr_weapon] > 0
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&& (aplWeaponClip[p->curr_weapon][snum]) && (((p->ammo_amount[p->curr_weapon]%(aplWeaponClip[p->curr_weapon][snum]))==0))))
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&& (aplWeaponClip[p->curr_weapon][snum]) && (((p->ammo_amount[p->curr_weapon]%(aplWeaponClip[p->curr_weapon][snum]))==0))))
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{
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{
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int i;
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int i = aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum];
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i=aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum];
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p->reloading = 1;
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p->reloading = 1;
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if( (*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]));
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else if( (*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]+1))
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if( (*kb) != (aplWeaponTotalTime[p->curr_weapon][snum]))
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{
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if( (*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]+1))
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{
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{
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if(aplWeaponReloadSound1[p->curr_weapon][snum])
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if(aplWeaponReloadSound1[p->curr_weapon][snum])
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spritesound(aplWeaponReloadSound1[p->curr_weapon][snum],pi);
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spritesound(aplWeaponReloadSound1[p->curr_weapon][snum],pi);
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@ -4933,6 +4935,7 @@ SHOOTINCODE:
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p->reloading = 0;
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p->reloading = 0;
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}
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}
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}
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}
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}
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else
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else
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{
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{
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC &&
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if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC &&
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@ -4949,7 +4952,7 @@ SHOOTINCODE:
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else *kb = 0;
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else *kb = 0;
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if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
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if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
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((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
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((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
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{
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{
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if( sb_snum&(1<<2) ) *kb = 1;
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if( sb_snum&(1<<2) ) *kb = 1;
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else *kb = 0;
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else *kb = 0;
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@ -4957,16 +4960,14 @@ SHOOTINCODE:
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}
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}
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}
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}
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else if ( *kb >= aplWeaponFireDelay[p->curr_weapon][snum] && (*kb) < aplWeaponTotalTime[p->curr_weapon][snum]
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else if ( *kb >= aplWeaponFireDelay[p->curr_weapon][snum] && (*kb) < aplWeaponTotalTime[p->curr_weapon][snum]
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&& ((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
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&& ((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
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{
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{
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if ( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC )
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if ( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC )
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{
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{
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if(!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_SEMIAUTO))
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if(!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_SEMIAUTO))
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{
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{
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if(( sb_snum&(1<<2) ) == 0 )
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if(( sb_snum&(1<<2) ) == 0 && !(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RANDOMRESTART))
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{
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*kb = 0;
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*kb = 0;
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}
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if ( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYTHIRD)
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if ( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYTHIRD)
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{
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{
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if( ((*(kb))%3) == 0 )
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if( ((*(kb))%3) == 0 )
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@ -4990,7 +4991,7 @@ SHOOTINCODE:
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}
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}
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if(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
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if(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
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(*kb) > aplWeaponTotalTime[p->curr_weapon][snum]-aplWeaponHoldDelay[p->curr_weapon][snum] &&
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(*kb) > aplWeaponTotalTime[p->curr_weapon][snum]-aplWeaponHoldDelay[p->curr_weapon][snum] &&
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((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
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((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
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{
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{
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if( sb_snum&(1<<2) ) *kb = 1;
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if( sb_snum&(1<<2) ) *kb = 1;
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else *kb = 0;
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else *kb = 0;
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