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- re-added EDuke32's last_quick_kick to remove flicker during the animation. Fixes #7.
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d2a4b4eef9
commit
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4 changed files with 13 additions and 6 deletions
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@ -335,7 +335,7 @@ void displayweapon_d(int snum)
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// rest of code should be moved to CON..
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j = 14-p->quick_kick;
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if (j != 14)
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if (j != 14 || p->last_quick_kick)
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{
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if (sprite[p->i].pal == 1)
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pal = 1;
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@ -348,10 +348,13 @@ void displayweapon_d(int snum)
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if (j < 5 || j > 9)
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hud_drawpal(weapon_xoffset + 80 - (p->getlookang() >> 1),
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looking_arc + 250 - gun_pos, KNEE, gs, o | 4, pal);
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else hud_drawpal(weapon_xoffset + 160 - 16 - (p->getlookang() >> 1),
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looking_arc + 214 - gun_pos, KNEE + 1, gs, o | 4, pal);
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{
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hud_drawpal(weapon_xoffset + 80 - (p->getlookang() >> 1), looking_arc + 250 - gun_pos, KNEE, gs, o | 4, pal);
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}
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else
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{
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hud_drawpal(weapon_xoffset + 160 - 16 - (p->getlookang() >> 1), looking_arc + 214 - gun_pos, KNEE + 1, gs, o | 4, pal);
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}
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}
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if (sprite[p->i].xrepeat < 40)
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@ -1404,10 +1404,13 @@ int doincrements_d(struct player_struct* p)
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if (p->quick_kick > 0 && sprite[p->i].pal != 1)
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{
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p->last_quick_kick = p->quick_kick + 1;
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p->quick_kick--;
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if (p->quick_kick == 8)
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fi.shoot(p->i, KNEE);
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}
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else if (p->last_quick_kick > 0)
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p->last_quick_kick--;
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if (p->access_incs && sprite[p->i].pal != 1)
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{
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@ -187,6 +187,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
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("dummyplayersprite", w.dummyplayersprite)
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("extra_extra8", w.extra_extra8)
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("quick_kick", w.quick_kick)
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("last_quick_kick", w.last_quick_kick)
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("heat_amount", w.heat_amount)
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("actorsqu", w.actorsqu)
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("timebeforeexit", w.timebeforeexit)
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@ -137,7 +137,7 @@ struct player_struct
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short somethingonplayer, on_crane, i, one_parallax_sectnum;
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short over_shoulder_on, random_club_frame, fist_incs;
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short cheat_phase;
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short dummyplayersprite, extra_extra8, quick_kick;
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short dummyplayersprite, extra_extra8, quick_kick, last_quick_kick;
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short heat_amount, actorsqu, timebeforeexit, customexitsound;
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short weaprecs[256], weapreccnt;
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