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https://github.com/ZDoom/raze-gles.git
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- wraooed "q16look_ang / (2. * FRACUNIT)" in an inline function.
No need to write it out each time, this wpuld be a nightmare if it ever had to be refactored.
This commit is contained in:
parent
6a305748ff
commit
9606601554
2 changed files with 102 additions and 101 deletions
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@ -145,7 +145,7 @@ int animateknee(int gs, int snum)
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pal = ps[snum].palookup;
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}
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hud_drawpal(105 + (getavel(snum) / 16.) - (ps[snum].q16look_ang / (2. * FRACUNIT)) + (knee_y[ps[snum].knee_incs] >> 2), looking_arc + 280 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), KNEE, gs, 4, pal);
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hud_drawpal(105 + (getavel(snum) / 16.) - ps[snum].lookanghalf() + (knee_y[ps[snum].knee_incs] >> 2), looking_arc + 280 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), KNEE, gs, 4, pal);
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return 1;
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}
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@ -176,7 +176,7 @@ int animateknuckles(int gs, int snum)
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pal = sector[ps[snum].cursectnum].floorpal;
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auto pic = isWorldTour() ? CRACKKNUCKLESWIDE : CRACKKNUCKLES;
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hud_drawpal(160 + (getavel(snum) / 16.) - (ps[snum].q16look_ang / (2. * FRACUNIT)), looking_arc + 180 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), pic + knuckle_frames[ps[snum].knuckle_incs >> 1], gs, 4, pal);
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hud_drawpal(160 + (getavel(snum) / 16.) - ps[snum].lookanghalf(), looking_arc + 180 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), pic + knuckle_frames[ps[snum].knuckle_incs >> 1], gs, 4, pal);
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return 1;
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}
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@ -231,7 +231,7 @@ static int animatetip(int gs, int snum)
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else
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p = wall[ps[snum].access_wallnum].pal;
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*/
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hud_drawpal(170 + (getavel(snum) / 16.) - (ps[snum].q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(170 + (getavel(snum) / 16.) - ps[snum].lookanghalf(),
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(tip_y[ps[snum].tipincs] >> 1) + looking_arc + 240 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), TIP + ((26 - ps[snum].tipincs) >> 4), gs, 0, p);
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return 1;
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@ -261,9 +261,9 @@ int animateaccess(int gs,int snum)
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// p = wall[ps[snum].access_wallnum].pal;
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if((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3)
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hud_drawpal(170+(getavel(snum)/16.)-(ps[snum].q16look_ang / (2. * FRACUNIT))+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p);
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hud_drawpal(170+(getavel(snum)/16.)-ps[snum].lookanghalf()+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p);
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else
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hud_drawpal(170+(getavel(snum)/16.)-(ps[snum].q16look_ang / (2. * FRACUNIT))+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGACCESS,gs,4,p);
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hud_drawpal(170+(getavel(snum)/16.)-ps[snum].lookanghalf()+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGACCESS,gs,4,p);
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return 1;
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}
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@ -350,11 +350,11 @@ void displayweapon_d(int snum, double smoothratio)
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if (j < 5 || j > 9)
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{
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hud_drawpal(weapon_xoffset + 80 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 250 - gun_pos, KNEE, gs, o | 4, pal);
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hud_drawpal(weapon_xoffset + 80 - p->lookanghalf(), 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->q16look_ang / (2. * FRACUNIT)), looking_arc + 214 - gun_pos, KNEE + 1, gs, o | 4, pal);
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hud_drawpal(weapon_xoffset + 160 - 16 - p->lookanghalf(), looking_arc + 214 - gun_pos, KNEE + 1, gs, o | 4, pal);
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}
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}
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@ -370,12 +370,12 @@ void displayweapon_d(int snum, double smoothratio)
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}
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cw = weapon_xoffset;
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weapon_xoffset += calcSinTableValue(fistsign & 2047) / 1024.;
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hud_draw(weapon_xoffset + 250 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_draw(weapon_xoffset + 250 - p->lookanghalf(),
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looking_arc + 258 - (fabs(calcSinTableValue(fistsign & 2047) / 256.)),
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FIST, gs, o);
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weapon_xoffset = cw;
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weapon_xoffset -= calcSinTableValue(fistsign & 2047) / 1024.;
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hud_draw(weapon_xoffset + 40 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_draw(weapon_xoffset + 40 - p->lookanghalf(),
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looking_arc + 200 + (fabs(calcSinTableValue(fistsign & 2047) / 256.)),
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FIST, gs, o | 4);
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}
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@ -403,12 +403,12 @@ void displayweapon_d(int snum, double smoothratio)
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if (p->kickback_pic < 5 || p->kickback_pic > 9)
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{
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hud_drawpal(weapon_xoffset + 220 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 220 - p->lookanghalf(),
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looking_arc + 250 - gun_pos, KNEE, gs, o, pal);
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}
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else
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{
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hud_drawpal(weapon_xoffset + 160 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 160 - p->lookanghalf(),
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looking_arc + 214 - gun_pos, KNEE + 1, gs, o, pal);
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}
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}
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@ -434,13 +434,13 @@ void displayweapon_d(int snum, double smoothratio)
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if (p->kickback_pic > 6)
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looking_arc += (p->kickback_pic << 3);
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else if (p->kickback_pic < 4)
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hud_drawpal(weapon_xoffset + 142 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 142 - p->lookanghalf(),
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looking_arc + 234 - gun_pos, HANDHOLDINGLASER + 3, gs, o, pal);
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hud_drawpal(weapon_xoffset + 130 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 130 - p->lookanghalf(),
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looking_arc + 249 - gun_pos,
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HANDHOLDINGLASER + (p->kickback_pic >> 2), gs, o, pal);
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hud_drawpal(weapon_xoffset + 152 - (p->q16look_ang / (2. * FRACUNIT)),
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hud_drawpal(weapon_xoffset + 152 - p->lookanghalf(),
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looking_arc + 249 - gun_pos,
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HANDHOLDINGLASER + (p->kickback_pic >> 2), gs, o | 4, pal);
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};
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@ -524,12 +524,12 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb == 0)
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{
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hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal);
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}
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else if (*kb <= aplWeaponTotalTime[SHOTGUN_WEAPON][snum])
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{
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hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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SHOTGUN + 1, gs, o, pal);
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}
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// else we are in 'reload time'
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@ -543,7 +543,7 @@ void displayweapon_d(int snum, double smoothratio)
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// down
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gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
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// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal);
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}
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else
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@ -553,7 +553,7 @@ void displayweapon_d(int snum, double smoothratio)
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// up and left
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gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
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// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal);
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}
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};
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@ -578,13 +578,13 @@ void displayweapon_d(int snum, double smoothratio)
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{
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case 1:
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case 2:
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hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 201 - gun_pos,
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(),looking_arc + 201 - gun_pos,
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SHOTGUN + 2,-128,o,pal);
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case 0:
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case 6:
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case 7:
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case 8:
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hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(),looking_arc + 202 - gun_pos,
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SHOTGUN,gs,o,pal);
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break;
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case 3:
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@ -599,45 +599,45 @@ void displayweapon_d(int snum, double smoothratio)
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gun_pos -= 40;
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weapon_xoffset += 20;
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hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 194 - gun_pos,
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hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 194 - gun_pos,
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SHOTGUN + 1 + ((*(kb)-1) >> 1),-128,o,pal);
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}
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hud_drawpal(weapon_xoffset + 158 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 220 - gun_pos,
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hud_drawpal(weapon_xoffset + 158 - p->lookanghalf(),looking_arc + 220 - gun_pos,
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SHOTGUN + 3,gs,o,pal);
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break;
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case 13:
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case 14:
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case 15:
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hud_drawpal(32 + weapon_xoffset + 166 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 210 - gun_pos,
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hud_drawpal(32 + weapon_xoffset + 166 - p->lookanghalf(),looking_arc + 210 - gun_pos,
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SHOTGUN + 4,gs,o,pal);
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break;
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case 16:
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case 17:
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case 18:
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case 19:
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hud_drawpal(64 + weapon_xoffset + 170 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 196 - gun_pos,
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hud_drawpal(64 + weapon_xoffset + 170 - p->lookanghalf(),looking_arc + 196 - gun_pos,
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SHOTGUN + 5,gs,o,pal);
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break;
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case 20:
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case 21:
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case 22:
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case 23:
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hud_drawpal(64 + weapon_xoffset + 176 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 196 - gun_pos,
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hud_drawpal(64 + weapon_xoffset + 176 - p->lookanghalf(),looking_arc + 196 - gun_pos,
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SHOTGUN + 6,gs,o,pal);
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break;
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case 24:
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case 25:
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case 26:
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case 27:
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hud_drawpal(64 + weapon_xoffset + 170 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 196 - gun_pos,
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hud_drawpal(64 + weapon_xoffset + 170 - p->lookanghalf(),looking_arc + 196 - gun_pos,
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SHOTGUN + 5,gs,o,pal);
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break;
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case 28:
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case 29:
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case 30:
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hud_drawpal(32 + weapon_xoffset + 156 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 206 - gun_pos,
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hud_drawpal(32 + weapon_xoffset + 156 - p->lookanghalf(),looking_arc + 206 - gun_pos,
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SHOTGUN + 4,gs,o,pal);
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break;
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}
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@ -665,12 +665,12 @@ void displayweapon_d(int snum, double smoothratio)
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{
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// hud_drawpal(weapon_xoffset+168-(p->q16look_ang/(2. * FRACUNIT)),looking_arc+260-gun_pos,
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// CHAINGUN,gs,o,pal);
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hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 233 - gun_pos,
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hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(), looking_arc + 233 - gun_pos,
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CHAINGUN + 1, gs, o, pal);
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}
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else if (*kb <= aplWeaponTotalTime[CHAINGUN_WEAPON][snum])
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{
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hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 243 - gun_pos,
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hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(), looking_arc + 243 - gun_pos,
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CHAINGUN + 2, gs, o, pal);
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}
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// else we are in 'reload time'
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@ -700,7 +700,7 @@ void displayweapon_d(int snum, double smoothratio)
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+ iFifths - p->kickback_pic));
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weapon_xoffset += 80 - (10 * (aplWeaponTotalTime[p->curr_weapon][snum]
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+ iFifths - p->kickback_pic));
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hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos,
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos,
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2519, gs, o, pal);
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}
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else if (p->kickback_pic <
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@ -713,7 +713,7 @@ void displayweapon_d(int snum, double smoothratio)
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// down
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gun_pos += 80; //5*(iFifthsp->kickback_pic-aplWeaponTotalTime[p->curr_weapon][snum]); //D
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weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime[p->curr_weapon][snum]);
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hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos,
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos,
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2518, gs, o, pal);
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}
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else if (p->kickback_pic <
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@ -726,7 +726,7 @@ void displayweapon_d(int snum, double smoothratio)
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// up
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gun_pos += 80;//5*(iFifths*2);
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weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime[p->curr_weapon][snum]);
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hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos,
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos,
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2517, gs, o, pal);
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}
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else if (p->kickback_pic <
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@ -739,7 +739,7 @@ void displayweapon_d(int snum, double smoothratio)
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// down
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gun_pos += 80; //5*(aplWeaponTotalTime[p->curr_weapon][snum]- p->kickback_pic); //D
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weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime[p->curr_weapon][snum]);
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hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos, 2518, gs, o, pal);
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos, 2518, gs, o, pal);
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}
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else
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{
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@ -750,7 +750,7 @@ void displayweapon_d(int snum, double smoothratio)
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//5*(aplWeaponReload[p->curr_weapon][snum]- p->kickback_pic); //U
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weapon_xoffset += 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic);
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//80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos, 2519, gs, o, pal);
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos, 2519, gs, o, pal);
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}
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}
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@ -774,27 +774,27 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
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hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos, CHAINGUN, gs, o, pal);
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos, CHAINGUN, gs, o, pal);
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switch(p->kickback_pic)
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{
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case 0:
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hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
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hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
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break;
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default:
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if (*kb > 4 && *kb < 12)
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{
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i = 0;
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if (sprite[p->i].pal != 1) i = rand() & 7;
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hud_drawpal(i + weapon_xoffset - 4 + 140 - (p->q16look_ang / (2. * FRACUNIT)),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
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hud_drawpal(i + weapon_xoffset - 4 + 184 - (p->q16look_ang / (2. * FRACUNIT)),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
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hud_drawpal(i + weapon_xoffset - 4 + 140 - p->lookanghalf(),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
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hud_drawpal(i + weapon_xoffset - 4 + 184 - p->lookanghalf(),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
|
||||
}
|
||||
if (*kb < 8)
|
||||
{
|
||||
i = rand() & 7;
|
||||
hud_drawpal(i + weapon_xoffset - 4 + 162 - (p->q16look_ang / (2. * FRACUNIT)),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 2) / 5),gs,o,pal);
|
||||
hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 233 - gun_pos, CHAINGUN + 1 + (p->kickback_pic >> 1),gs,o,pal);
|
||||
hud_drawpal(i + weapon_xoffset - 4 + 162 - p->lookanghalf(),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 2) / 5),gs,o,pal);
|
||||
hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1 + (p->kickback_pic >> 1),gs,o,pal);
|
||||
}
|
||||
else hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
|
||||
else hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
@ -825,7 +825,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
short tilenum;
|
||||
signed char shade;
|
||||
char orientation;
|
||||
x = (l - (p->q16look_ang / (2. * FRACUNIT)));
|
||||
x = (l - p->lookanghalf());
|
||||
y = (looking_arc + 244 - gun_pos);
|
||||
tilenum = FIRSTGUN + kb_frames[*kb];
|
||||
shade = gs;
|
||||
|
@ -847,41 +847,41 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
const int WEAPON2_RELOAD_TIME = 50;
|
||||
auto reload_time = isWW2GI() ? aplWeaponReload[PISTOL_WEAPON][snum] : WEAPON2_RELOAD_TIME;
|
||||
if (p->kickback_pic < 10)
|
||||
hud_drawpal(194 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 230 - gun_pos, pic + 4, gs, o|pin, pal);
|
||||
hud_drawpal(194 - p->lookanghalf(), looking_arc + 230 - gun_pos, pic + 4, gs, o|pin, pal);
|
||||
else if (p->kickback_pic < 15)
|
||||
{
|
||||
hud_drawpal(244 - (p->kickback_pic << 3) - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 130 - gun_pos + (p->kickback_pic << 4), pic + 6, gs, o | pin, pal);
|
||||
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(244 - (p->kickback_pic << 3) - p->lookanghalf(), looking_arc + 130 - gun_pos + (p->kickback_pic << 4), pic + 6, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (p->kickback_pic < 20)
|
||||
{
|
||||
hud_drawpal(124 + (p->kickback_pic << 1) - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 430 - gun_pos - (p->kickback_pic << 3), pic + 6, gs, o | pin, pal);
|
||||
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(124 + (p->kickback_pic << 1) - p->lookanghalf(), looking_arc + 430 - gun_pos - (p->kickback_pic << 3), pic + 6, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (p->kickback_pic < (reload_time - 12))
|
||||
{
|
||||
hud_drawpal(184 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(184 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (p->kickback_pic < (reload_time - 6))
|
||||
{
|
||||
hud_drawpal(164 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(164 - p->lookanghalf(), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (p->kickback_pic < (reload_time))
|
||||
hud_drawpal(194 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 5, gs, o, pal);
|
||||
hud_drawpal(194 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 5, gs, o, pal);
|
||||
else if (p->kickback_pic < 23)
|
||||
{
|
||||
hud_drawpal(184 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(184 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (p->kickback_pic < 25)
|
||||
{
|
||||
hud_drawpal(164 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(164 - p->lookanghalf(), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (p->kickback_pic < 27)
|
||||
hud_drawpal(194 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(194 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -938,10 +938,10 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
else if (p->kickback_pic < 20)
|
||||
gun_pos -= 9 * (p->kickback_pic - 14); //D
|
||||
}
|
||||
hud_drawpal(weapon_xoffset + 190 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 250 - gun_pos, HANDTHROW + throw_frames[p->kickback_pic], gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 190 - p->lookanghalf(), looking_arc + 250 - gun_pos, HANDTHROW + throw_frames[p->kickback_pic], gs, o, pal);
|
||||
}
|
||||
else
|
||||
hud_drawpal(weapon_xoffset + 190 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos, HANDTHROW, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 190 - p->lookanghalf(), looking_arc + 260 - gun_pos, HANDTHROW, gs, o, pal);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -961,9 +961,9 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
weapon_xoffset = -48;
|
||||
|
||||
if (p->kickback_pic)
|
||||
hud_drawpal(weapon_xoffset + 150 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 258 - gun_pos, HANDREMOTE + remote_frames[p->kickback_pic], gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 150 - p->lookanghalf(), looking_arc + 258 - gun_pos, HANDREMOTE + remote_frames[p->kickback_pic], gs, o, pal);
|
||||
else
|
||||
hud_drawpal(weapon_xoffset + 150 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 258 - gun_pos, HANDREMOTE, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 150 - p->lookanghalf(), looking_arc + 258 - gun_pos, HANDREMOTE, gs, o, pal);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -986,13 +986,13 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
i = sgn(p->kickback_pic >> 2);
|
||||
if (p->ammo_amount[p->curr_weapon] & 1)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
}
|
||||
}
|
||||
// else we are in 'reload time'
|
||||
|
@ -1006,8 +1006,8 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// down
|
||||
gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
|
||||
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
|
||||
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1016,14 +1016,14 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// up and left
|
||||
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
|
||||
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
|
||||
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -1048,19 +1048,19 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
if (p->hbomb_hold_delay)
|
||||
{
|
||||
hud_drawpal((cycloidy[*kb] >> 1) + weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), cycloidy[*kb] + looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal((cycloidy[*kb] >> 1) + weapon_xoffset + 268 - p->lookanghalf(), cycloidy[*kb] + looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(-(cycloidy[*kb] >> 1) + weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), cycloidy[*kb] + looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(-(cycloidy[*kb] >> 1) + weapon_xoffset + 30 - p->lookanghalf(), cycloidy[*kb] + looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -1090,10 +1090,10 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
looking_arc += rand() & 3;
|
||||
}
|
||||
gun_pos -= 16;
|
||||
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, pic + 2, -32, o|pin, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 3 + cat_frames[*kb % 6], -32, o | pin, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, pic + 2, -32, o|pin, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 3 + cat_frames[*kb % 6], -32, o | pin, pal);
|
||||
}
|
||||
else hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, pic, gs, o | pin, pal);
|
||||
else hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, pic, gs, o | pin, pal);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -1115,22 +1115,22 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// the 'at rest' display
|
||||
if (ps[snum].ammo_amount[cw] <= 0) //p->last_weapon >= 0)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 1, gs, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 2,
|
||||
16 - (calcSinTableValue(p->random_club_frame & 2047) / 1024.),
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1179,11 +1179,11 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
// draw weapon
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 1, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1206,7 +1206,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
if (p->kickback_pic == 0)
|
||||
{
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER - 2, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1253,11 +1253,11 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
// display weapon
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
o, 2);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER - 1, gs, o, pal);
|
||||
|
||||
}
|
||||
|
@ -1282,22 +1282,22 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
{
|
||||
if (cw == GROW_WEAPON)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 2,
|
||||
16 - (calcSinTableValue(p->random_club_frame & 2047) / 1024.),
|
||||
o, 2);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER - 2, gs, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 2,
|
||||
16 - (calcSinTableValue(p->random_club_frame & 2047) / 1024.),
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1311,21 +1311,21 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
if (cw == GROW_WEAPON)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
o, 2);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER - 1, gs, o, pal);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 1, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1351,8 +1351,8 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
if (*kb < 1 || sector[p->cursectnum].lotag == 2)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, FLAMETHROWER, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, FLAMETHROWERPILOT, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, FLAMETHROWER, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, FLAMETHROWERPILOT, gs, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1363,8 +1363,8 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
looking_arc += krand() & 1;
|
||||
}
|
||||
gun_pos -= 16;
|
||||
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, FLAMETHROWER + 1, 32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, FLAMETHROWER + 2 + cat_frames[*kb % 6], -32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, FLAMETHROWER + 1, 32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 235 - gun_pos, FLAMETHROWER + 2 + cat_frames[*kb % 6], -32, o, pal);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -213,6 +213,7 @@ struct player_struct
|
|||
|
||||
// Access helpers for the widened angle and horizon fields.
|
||||
int getlookang() { return q16look_ang >> FRACBITS; }
|
||||
double lookanghalf() { return q16look_ang * (0.5 / FRACUNIT); } // the weapon display code uses this.
|
||||
void setlookang(int b) { q16look_ang = b << FRACBITS; }
|
||||
void addlookang(int b) { q16look_ang += b << FRACBITS; }
|
||||
void addlookang(double b) { q16look_ang += int(b *65536.); }
|
||||
|
|
Loading…
Reference in a new issue