mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
I guess this is right
git-svn-id: https://svn.eduke32.com/eduke32@175 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
544bdae42a
commit
51ba738aa0
6 changed files with 96 additions and 96 deletions
|
@ -3353,11 +3353,8 @@ void polymost_drawrooms ()
|
|||
{
|
||||
short hitsect, hitwall, hitsprite;
|
||||
long vx, vy, vz, hitx, hity, hitz;
|
||||
float ratioratio = 1.0;
|
||||
|
||||
ratioratio = 1.2; //1.6 / (((float)(windowx2-windowx1+1)) / (windowy2-windowy1)); // computes the ratio between 16/10 and current resolution ratio
|
||||
|
||||
ox2 = (searchx-ghalfx)/ratioratio; oy2 = (searchy-ghoriz)/ /*((ratioratio > 1)?*/1.2/*:1)*/; oz2 = ghalfx;
|
||||
ox2 = (searchx-ghalfx)/1.2; oy2 = (searchy-ghoriz)/ 1.2; oz2 = ghalfx;
|
||||
|
||||
//Tilt rotation
|
||||
ox = ox2*gctang + oy2*gstang;
|
||||
|
|
|
@ -455,6 +455,8 @@ struct cvarmappings {
|
|||
|
||||
{ "cl_weaponswitch", "cl_weaponswitch: enable/disable auto weapon switching", (void*)&ud.weaponswitch, CVAR_INT|256, 0, 0, 3 },
|
||||
|
||||
{ "r_arcorrection", "r_arcorrection: sets amount of aspect ratio correction", (void*)&glratiocorrection, CVAR_INT, 0, 0, 63 },
|
||||
{ "r_hudcorrect", "r_hudcorrect: enable/disable correct HUD weapon rendering", (void*)&glhudcorrect, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "r_precache", "r_precache: enable/disable the pre-level caching routine", (void*)&useprecache, CVAR_BOOL, 0, 0, 1 }
|
||||
};
|
||||
|
||||
|
|
|
@ -4912,11 +4912,13 @@ SHOOTINCODE:
|
|||
(aplWeaponReload[p->curr_weapon][snum] > aplWeaponTotalTime[p->curr_weapon][snum] && p->ammo_amount[p->curr_weapon] > 0
|
||||
&& (aplWeaponClip[p->curr_weapon][snum]) && (((p->ammo_amount[p->curr_weapon]%(aplWeaponClip[p->curr_weapon][snum]))==0))))
|
||||
{
|
||||
int i;
|
||||
i=aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum];
|
||||
int i = aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum];
|
||||
|
||||
p->reloading = 1;
|
||||
if( (*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]));
|
||||
else if( (*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]+1))
|
||||
|
||||
if( (*kb) != (aplWeaponTotalTime[p->curr_weapon][snum]))
|
||||
{
|
||||
if( (*kb) == (aplWeaponTotalTime[p->curr_weapon][snum]+1))
|
||||
{
|
||||
if(aplWeaponReloadSound1[p->curr_weapon][snum])
|
||||
spritesound(aplWeaponReloadSound1[p->curr_weapon][snum],pi);
|
||||
|
@ -4933,6 +4935,7 @@ SHOOTINCODE:
|
|||
p->reloading = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC &&
|
||||
|
@ -4949,7 +4952,7 @@ SHOOTINCODE:
|
|||
else *kb = 0;
|
||||
|
||||
if( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
|
||||
((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
|
||||
((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
|
||||
{
|
||||
if( sb_snum&(1<<2) ) *kb = 1;
|
||||
else *kb = 0;
|
||||
|
@ -4957,16 +4960,14 @@ SHOOTINCODE:
|
|||
}
|
||||
}
|
||||
else if ( *kb >= aplWeaponFireDelay[p->curr_weapon][snum] && (*kb) < aplWeaponTotalTime[p->curr_weapon][snum]
|
||||
&& ((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
|
||||
&& ((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
|
||||
{
|
||||
if ( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_AUTOMATIC )
|
||||
{
|
||||
if(!(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_SEMIAUTO))
|
||||
{
|
||||
if(( sb_snum&(1<<2) ) == 0 )
|
||||
{
|
||||
if(( sb_snum&(1<<2) ) == 0 && !(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RANDOMRESTART))
|
||||
*kb = 0;
|
||||
}
|
||||
if ( aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_FIREEVERYTHIRD)
|
||||
{
|
||||
if( ((*(kb))%3) == 0 )
|
||||
|
@ -4990,7 +4991,7 @@ SHOOTINCODE:
|
|||
}
|
||||
if(aplWeaponFlags[p->curr_weapon][snum] & WEAPON_FLAG_RESET &&
|
||||
(*kb) > aplWeaponTotalTime[p->curr_weapon][snum]-aplWeaponHoldDelay[p->curr_weapon][snum] &&
|
||||
((aplWeaponWorksLike[p->curr_weapon][snum] & KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
|
||||
((aplWeaponWorksLike[p->curr_weapon][snum] == KNEE_WEAPON)?1:p->ammo_amount[p->curr_weapon] > 0))
|
||||
{
|
||||
if( sb_snum&(1<<2) ) *kb = 1;
|
||||
else *kb = 0;
|
||||
|
|
Loading…
Reference in a new issue