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WWII GI: Remove the hack/approximation for the bazooka display code because one of the general weapon system fixes made it work incorrectly, and also made a direct port of the original code work correctly. Accuracy FTW!
git-svn-id: https://svn.eduke32.com/eduke32@6873 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 3 additions and 2 deletions
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@ -2241,12 +2241,13 @@ void P_DisplayWeapon(void)
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if (*weaponFrame > 0)
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if (*weaponFrame > 0)
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{
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{
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if (*weaponFrame < 8)
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int totalTime;
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if (*weaponFrame < (WW2GI ? (totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime)) : 8))
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G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset,
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G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset,
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RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
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RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
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else if (WW2GI)
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else if (WW2GI)
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{
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{
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int const totalTime = 8; // not what WW2GI.EXE reports, not in the source, but apparently necessary!
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totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
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int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
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int const reloadTime = PWEAPON(screenpeek, pPlayer->curr_weapon, Reload);
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weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
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weaponYOffset -= (*weaponFrame < ((reloadTime - totalTime) / 2 + totalTime))
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