- Blood: Add SetQAV() static function to abstract away from directly setting the player's weaponQav variable to allow us to properly reset the framerate QAV timer values to 0 as well.

This commit is contained in:
Mitchell Richters 2021-08-28 16:36:27 +10:00
parent 3c09f41b43
commit 726edc199e
2 changed files with 39 additions and 31 deletions

View file

@ -294,7 +294,7 @@ void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, doub
// Process clock based on QAV's ticrate and last tick value.
qavProcessTicker(pQAV, &pPlayer->qavTimer, &pPlayer->qavLastTick);
if (pPlayer->weaponTimer == 0 && !ignoreWeaponTimer)
if (pPlayer->weaponTimer == 0 && pPlayer->qavTimer == 0 && !ignoreWeaponTimer)
{
// Check if we're playing an idle QAV as per the ticker's weapon timer.
*duration = fixedduration ? pQAV->duration - 1 : I_GetBuildTime() % pQAV->duration;

View file

@ -297,6 +297,14 @@ static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback = -1, bool lo
pPlayer->weaponTimer -= 4;
}
static void SetQAV(PLAYER *pPlayer, int nWeaponQAV)
{
assert(nWeaponQAV < kQAVEnd);
pPlayer->weaponQav = qavGetCorrectID(nWeaponQAV);
pPlayer->qavTimer = 0;
pPlayer->qavLastTick = 0;
}
struct WEAPONTRACK
{
int aimSpeedHorz;
@ -833,7 +841,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (lastWeapon)
{
case kWeapPitchFork:
pPlayer->weaponQav = qavGetCorrectID(kQAVFORKIDLE);
SetQAV(pPlayer, kQAVFORKIDLE);
break;
case kWeapSpraycan:
switch (vb)
@ -849,15 +857,15 @@ void WeaponUpdateState(PLAYER *pPlayer)
StartQAV(pPlayer, kQAVCANPREF);
}
else
pPlayer->weaponQav = qavGetCorrectID(kQAVLITEIDLE);
SetQAV(pPlayer, kQAVLITEIDLE);
break;
case 3:
pPlayer->weaponQav = qavGetCorrectID(kQAVCANIDLE);
SetQAV(pPlayer, kQAVCANIDLE);
break;
case 4:
if (CheckAmmo(pPlayer, 6, 1))
{
pPlayer->weaponQav = qavGetCorrectID(kQAVCANIDLE);
SetQAV(pPlayer, kQAVCANIDLE);
pPlayer->weaponState = 3;
}
else
@ -890,10 +898,10 @@ void WeaponUpdateState(PLAYER *pPlayer)
StartQAV(pPlayer, kQAVBUNUP);
}
else
pPlayer->weaponQav = qavGetCorrectID(kQAVLITEIDLE);
SetQAV(pPlayer, kQAVLITEIDLE);
break;
case 3:
pPlayer->weaponQav = qavGetCorrectID(kQAVBUNIDLE);
SetQAV(pPlayer, kQAVBUNIDLE);
break;
}
break;
@ -901,7 +909,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 7:
pPlayer->weaponQav = qavGetCorrectID(kQAVPROXIDLE);
SetQAV(pPlayer, kQAVPROXIDLE);
break;
case 8:
pPlayer->weaponState = 7;
@ -913,10 +921,10 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 10:
pPlayer->weaponQav = qavGetCorrectID(kQAVREMIDLE1);
SetQAV(pPlayer, kQAVREMIDLE1);
break;
case 11:
pPlayer->weaponQav = qavGetCorrectID(kQAVREMIDLE2);
SetQAV(pPlayer, kQAVREMIDLE2);
break;
case 12:
if (pPlayer->ammoCount[11] > 0)
@ -939,7 +947,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
pPlayer->weaponState = 1;
break;
case 7:
pPlayer->weaponQav = qavGetCorrectID(kQAV2SHOTI);
SetQAV(pPlayer, kQAV2SHOTI);
break;
case 1:
if (CheckAmmo(pPlayer, 2, 1))
@ -952,25 +960,25 @@ void WeaponUpdateState(PLAYER *pPlayer)
pPlayer->weaponState = 2;
}
else
pPlayer->weaponQav = qavGetCorrectID(kQAVSHOTI3);
SetQAV(pPlayer, kQAVSHOTI3);
break;
case 2:
pPlayer->weaponQav = qavGetCorrectID(kQAVSHOTI2);
SetQAV(pPlayer, kQAVSHOTI2);
break;
case 3:
pPlayer->weaponQav = qavGetCorrectID(kQAVSHOTI1);
SetQAV(pPlayer, kQAVSHOTI1);
break;
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
{
pPlayer->weaponQav = qavGetCorrectID(kQAV2TOMIDLE);
SetQAV(pPlayer, kQAV2TOMIDLE);
pPlayer->weaponState = 1;
}
else
{
pPlayer->weaponQav = qavGetCorrectID(kQAVTOMIDLE);
SetQAV(pPlayer, kQAVTOMIDLE);
pPlayer->weaponState = 0;
}
break;
@ -978,33 +986,33 @@ void WeaponUpdateState(PLAYER *pPlayer)
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
if (vb == 3 && checkAmmo2(pPlayer, 1, 2))
pPlayer->weaponQav = qavGetCorrectID(kQAVFLAR2I);
SetQAV(pPlayer, kQAVFLAR2I);
else
{
pPlayer->weaponQav = qavGetCorrectID(kQAVFLARIDLE);
SetQAV(pPlayer, kQAVFLARIDLE);
pPlayer->weaponState = 2;
}
}
else
pPlayer->weaponQav = qavGetCorrectID(kQAVFLARIDLE);
SetQAV(pPlayer, kQAVFLARIDLE);
break;
case kWeapVoodooDoll:
if (pXSprite->height < 256 && pPlayer->swayHeight != 0)
StartQAV(pPlayer, kQAVVDIDLE2);
else
pPlayer->weaponQav = qavGetCorrectID(kQAVVDIDLE1);
SetQAV(pPlayer, kQAVVDIDLE1);
break;
case kWeapTeslaCannon:
switch (vb)
{
case 2:
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
pPlayer->weaponQav = qavGetCorrectID(kQAV2SGUNIDL);
SetQAV(pPlayer, kQAV2SGUNIDL);
else
pPlayer->weaponQav = qavGetCorrectID(kQAVSGUNIDL1);
SetQAV(pPlayer, kQAVSGUNIDL1);
break;
case 3:
pPlayer->weaponQav = qavGetCorrectID(kQAVSGUNIDL2);
SetQAV(pPlayer, kQAVSGUNIDL2);
break;
}
break;
@ -1013,12 +1021,12 @@ void WeaponUpdateState(PLAYER *pPlayer)
{
case 3:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && (gInfiniteAmmo || CheckAmmo(pPlayer,4, 4)))
pPlayer->weaponQav = qavGetCorrectID(kQAV2NAPIDLE);
SetQAV(pPlayer, kQAV2NAPIDLE);
else
pPlayer->weaponQav = qavGetCorrectID(kQAVNAPIDLE);
SetQAV(pPlayer, kQAVNAPIDLE);
break;
case 2:
pPlayer->weaponQav = qavGetCorrectID(kQAVNAPIDLE);
SetQAV(pPlayer, kQAVNAPIDLE);
break;
}
break;
@ -1026,12 +1034,12 @@ void WeaponUpdateState(PLAYER *pPlayer)
switch (vb)
{
case 2:
pPlayer->weaponQav = qavGetCorrectID(kQAVSTAFIDL1);
SetQAV(pPlayer, kQAVSTAFIDL1);
break;
}
break;
case kWeapBeast:
pPlayer->weaponQav = qavGetCorrectID(kQAVBSTIDLE);
SetQAV(pPlayer, kQAVBSTIDLE);
break;
}
}
@ -1586,7 +1594,7 @@ void FireTesla(int nTrigger, PLAYER *pPlayer)
if (!checkAmmo2(pPlayer, 7, pMissile->ammouse))
{
pPlayer->weaponState = -1;
pPlayer->weaponQav = qavGetCorrectID(kQAVSGUNIDL2);
SetQAV(pPlayer, kQAVSGUNIDL2);
pPlayer->flashEffect = 0;
return;
}
@ -2355,7 +2363,7 @@ void WeaponProcess(PLAYER *pPlayer) {
switch (pPlayer->weaponState)
{
case 7:
pPlayer->weaponQav = qavGetCorrectID(kQAVPROXIDLE);
SetQAV(pPlayer, kQAVPROXIDLE);
pPlayer->weaponState = 9;
pPlayer->throwTime = PlayClock;
return;
@ -2365,7 +2373,7 @@ void WeaponProcess(PLAYER *pPlayer) {
switch (pPlayer->weaponState)
{
case 10:
pPlayer->weaponQav = qavGetCorrectID(kQAVREMIDLE1);
SetQAV(pPlayer, kQAVREMIDLE1);
pPlayer->weaponState = 13;
pPlayer->throwTime = PlayClock;
return;