mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
Don't apply weapon shade interpolation to the shrinker/expander crystal at all.
git-svn-id: https://svn.eduke32.com/eduke32@6779 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
084d363364
commit
9d2eb4e076
2 changed files with 102 additions and 123 deletions
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@ -33,7 +33,6 @@ gamevar hud_fistsign 0 1
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gamevar hud_totaltime 0 1
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gamevar hud_shadef 0 1
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gamevar hud_shadef_crystal 0 1
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gamevar hud_palf 0 1
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// It is unfortunate that we need so many temporary gamevars.
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@ -172,32 +171,6 @@ state G_DrawWeaponTile
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state G_DrawTileScaled
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ends
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state G_DrawWeaponTile_crystal
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// basic fading between player weapon shades
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ifvarvarn hud_shade hud_shadef_crystal
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{
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setvarvar hud_int_temp hud_shade
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subvarvar hud_int_temp hud_shadef_crystal
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setvarvar hud_int_temp2 hud_int_temp
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shiftvarr hud_int_temp 2
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addvarvar hud_shadef_crystal hud_int_temp
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ifvare hud_int_temp 0
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{
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shiftvarr hud_int_temp2 1
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addvarvar hud_shadef_crystal hud_int_temp2
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ifvare hud_int_temp2 0
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setvarvar hud_shadef_crystal hud_shade
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}
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}
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else
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setvarvar hud_shadef_crystal hud_shade
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setvarvar hud_shade hud_shadef_crystal
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state G_DrawTileScaled
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ends
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// helper states
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state reset_hud_weapon_x_coordinate
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@ -1399,7 +1372,7 @@ state draw_expander // GROW_WEAPON:
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guniqhudid hud_temp3
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state G_DrawWeaponTile_crystal
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state G_DrawTileScaled
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guniqhudid currentweapon
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@ -1436,7 +1409,7 @@ state draw_expander // GROW_WEAPON:
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guniqhudid hud_temp3
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state G_DrawWeaponTile_crystal
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state G_DrawTileScaled
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guniqhudid currentweapon
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@ -1500,7 +1473,7 @@ state draw_shrinker // SHRINKER_WEAPON:
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guniqhudid hud_temp3
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state G_DrawWeaponTile_crystal
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state G_DrawTileScaled
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guniqhudid currentweapon
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@ -1537,7 +1510,7 @@ state draw_shrinker // SHRINKER_WEAPON:
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guniqhudid hud_temp3
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state G_DrawWeaponTile_crystal
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state G_DrawTileScaled
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guniqhudid currentweapon
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@ -1752,28 +1752,23 @@ static void G_DrawTileScaled(int drawX, int drawY, int tileNum, int drawShade, i
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wx[0],wy[0], wx[1],wy[1]);
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}
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static void G_DrawWeaponTile(int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int weaponPal,
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uint8_t drawSlot)
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static void G_DrawWeaponTile(int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int weaponPal)
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{
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static int shadef[2] = { 0, 0 };
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static int palf[2] = { 0, 0 };
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// sanity checking the slot value
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if (drawSlot > 1)
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drawSlot = 1;
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static int shadef = 0;
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static int palf = 0;
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// basic fading between player weapon shades
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if (shadef[drawSlot] != weaponShade && (!weaponPal || palf[drawSlot] == weaponPal))
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if (shadef != weaponShade && (!weaponPal || palf == weaponPal))
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{
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shadef[drawSlot] += (weaponShade - shadef[drawSlot]) >> 2;
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shadef += (weaponShade - shadef) >> 2;
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if (!((weaponShade - shadef[drawSlot]) >> 2))
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shadef[drawSlot] = logapproach(shadef[drawSlot], weaponShade);
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if (!((weaponShade - shadef) >> 2))
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shadef = logapproach(shadef, weaponShade);
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}
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else
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shadef[drawSlot] = weaponShade;
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shadef = weaponShade;
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palf[drawSlot] = weaponPal;
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palf = weaponPal;
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#ifdef USE_OPENGL
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if (getrendermode() >= REND_POLYMOST)
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@ -1786,23 +1781,34 @@ static void G_DrawWeaponTile(int weaponX, int weaponY, int weaponTile, int weapo
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// pixels (not texels; multiplied by weapon scale) lower
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// first, preventing ugly horizontal seam.
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g_dts_yadd = tabledivide32_noinline(65536 * 2 * 200, ydim);
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G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef[drawSlot], weaponBits, weaponPal);
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G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef, weaponBits, weaponPal);
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g_dts_yadd = 0;
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}
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}
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}
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#endif
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G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef[drawSlot], weaponBits, weaponPal);
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G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef, weaponBits, weaponPal);
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}
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static inline void G_DrawWeaponTileWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade,
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int weaponBits, int p, uint8_t slot)
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int weaponBits, int p)
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{
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int lastUniqueID = guniqhudid;
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guniqhudid = uniqueID;
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G_DrawWeaponTile(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p, slot);
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G_DrawWeaponTile(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p);
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guniqhudid = lastUniqueID;
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}
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static inline void G_DrawWeaponTileUnfadedWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade,
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int weaponBits, int p)
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{
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int lastUniqueID = guniqhudid;
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guniqhudid = uniqueID;
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G_DrawTileScaled(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p); // skip G_DrawWeaponTile
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guniqhudid = lastUniqueID;
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}
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@ -2200,14 +2206,14 @@ void P_DisplayWeapon(void)
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weaponY += ((*weaponFrame) << 3);
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else if ((*weaponFrame) < 4)
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G_DrawWeaponTileWithID(currentWeapon << 2, weaponX + 142 - halfLookAng,
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weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal, 0);
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weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal);
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 130 - halfLookAng, weaponY + 249 - weaponYOffset,
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HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal, 0);
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HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal);
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G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 152 - halfLookAng,
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weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits | 4,
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weaponPal, 0);
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weaponPal);
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break;
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case RPG_WEAPON:
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@ -2221,7 +2227,7 @@ void P_DisplayWeapon(void)
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{
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if (*weaponFrame < 8)
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G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset,
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RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal, 0);
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RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
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else if (WW2GI)
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{
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int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
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@ -2237,7 +2243,7 @@ void P_DisplayWeapon(void)
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}
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset, RPGGUN, weaponShade,
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weaponBits, weaponPal, 0);
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weaponBits, weaponPal);
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break;
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case SHOTGUN_WEAPON:
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@ -2257,12 +2263,12 @@ void P_DisplayWeapon(void)
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if (*weaponFrame == 0)
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{
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
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SHOTGUN, weaponShade, weaponBits, weaponPal, 0);
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SHOTGUN, weaponShade, weaponBits, weaponPal);
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}
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else if (*weaponFrame <= totalTime)
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{
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
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SHOTGUN + 1, weaponShade, weaponBits, weaponPal, 0);
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SHOTGUN + 1, weaponShade, weaponBits, weaponPal);
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}
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// else we are in 'reload time'
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else
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@ -2272,7 +2278,7 @@ void P_DisplayWeapon(void)
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: 10 * (reloadTime - (*weaponFrame)); // U
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
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SHOTGUN, weaponShade, weaponBits, weaponPal, 0);
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SHOTGUN, weaponShade, weaponBits, weaponPal);
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}
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break;
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@ -2283,14 +2289,14 @@ void P_DisplayWeapon(void)
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case 1:
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case 2:
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G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - halfLookAng, weaponY + 201 - weaponYOffset,
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SHOTGUN + 2, -128, weaponBits, weaponPal, 0);
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SHOTGUN + 2, -128, weaponBits, weaponPal);
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fallthrough__;
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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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G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
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SHOTGUN, weaponShade, weaponBits, weaponPal, 0);
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SHOTGUN, weaponShade, weaponBits, weaponPal);
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break;
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case 3:
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@ -2299,7 +2305,7 @@ void P_DisplayWeapon(void)
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weaponX += 20;
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G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 178 - halfLookAng, weaponY + 194 - weaponYOffset,
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SHOTGUN + 1 + ((*(weaponFrame)-1) >> 1), -128, weaponBits, weaponPal, 0);
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SHOTGUN + 1 + ((*(weaponFrame)-1) >> 1), -128, weaponBits, weaponPal);
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fallthrough__;
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case 5:
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case 9:
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@ -2307,14 +2313,14 @@ void P_DisplayWeapon(void)
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case 11:
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case 12:
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 158 - halfLookAng, weaponY + 220 - weaponYOffset,
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SHOTGUN + 3, weaponShade, weaponBits, weaponPal, 0);
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SHOTGUN + 3, weaponShade, weaponBits, weaponPal);
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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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G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 166 - halfLookAng, weaponY + 210 - weaponYOffset,
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SHOTGUN + 4, weaponShade, weaponBits, weaponPal, 0);
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SHOTGUN + 4, weaponShade, weaponBits, weaponPal);
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break;
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case 16:
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@ -2326,7 +2332,7 @@ void P_DisplayWeapon(void)
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case 26:
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case 27:
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G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 170 - halfLookAng, weaponY + 196 - weaponYOffset,
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SHOTGUN + 5, weaponShade, weaponBits, weaponPal, 0);
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SHOTGUN + 5, weaponShade, weaponBits, weaponPal);
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break;
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case 20:
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@ -2334,7 +2340,7 @@ void P_DisplayWeapon(void)
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case 22:
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case 23:
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G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 176 - halfLookAng, weaponY + 196 - weaponYOffset,
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SHOTGUN + 6, weaponShade, weaponBits, weaponPal, 0);
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SHOTGUN + 6, weaponShade, weaponBits, weaponPal);
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break;
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@ -2342,7 +2348,7 @@ void P_DisplayWeapon(void)
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case 29:
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case 30:
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G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 156 - halfLookAng, weaponY + 206 - weaponYOffset,
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SHOTGUN + 4, weaponShade, weaponBits, weaponPal, 0);
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SHOTGUN + 4, weaponShade, weaponBits, weaponPal);
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break;
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}
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break;
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@ -2364,12 +2370,12 @@ void P_DisplayWeapon(void)
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if (*weaponFrame == 0)
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{
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - halfLookAng,weaponY+233-weaponYOffset,
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CHAINGUN+1,weaponShade,weaponBits,weaponPal,0);
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CHAINGUN+1,weaponShade,weaponBits,weaponPal);
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}
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else if (*weaponFrame <= totalTime)
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{
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng,weaponY+243-weaponYOffset,
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CHAINGUN+2,weaponShade,weaponBits,weaponPal,0);
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CHAINGUN+2,weaponShade,weaponBits,weaponPal);
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}
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// else we are in 'reload time'
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// divide reload time into fifths..
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@ -2391,7 +2397,7 @@ void P_DisplayWeapon(void)
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weaponYOffset += weaponOffset;
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weaponX += weaponOffset;
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 17,
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weaponShade, weaponBits, weaponPal, 0);
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weaponShade, weaponBits, weaponPal);
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}
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else if (*weaponFrame < (iFifths * 2 + totalTime))
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{
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@ -2399,7 +2405,7 @@ void P_DisplayWeapon(void)
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weaponYOffset += 80; // D
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weaponX += 80;
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 18,
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weaponShade, weaponBits, weaponPal, 0);
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weaponShade, weaponBits, weaponPal);
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}
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else if (*weaponFrame < (iFifths * 3 + totalTime))
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{
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@ -2408,7 +2414,7 @@ void P_DisplayWeapon(void)
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weaponYOffset += 80;
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weaponX += 80;
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 19,
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weaponShade, weaponBits, weaponPal, 0);
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weaponShade, weaponBits, weaponPal);
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}
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else if (*weaponFrame < (iFifths * 4 + totalTime))
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{
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@ -2417,7 +2423,7 @@ void P_DisplayWeapon(void)
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weaponYOffset += 80; // D
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weaponX += 80;
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 18,
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weaponShade, weaponBits, weaponPal, 0);
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weaponShade, weaponBits, weaponPal);
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}
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else
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{
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@ -2426,7 +2432,7 @@ void P_DisplayWeapon(void)
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weaponYOffset += weaponOffset; // U
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weaponX += weaponOffset;
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 17,
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weaponShade, weaponBits, weaponPal, 0);
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weaponShade, weaponBits, weaponPal);
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}
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}
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@ -2437,7 +2443,7 @@ void P_DisplayWeapon(void)
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{
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case 0:
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
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CHAINGUN + 1, weaponShade, weaponBits, weaponPal, 0);
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CHAINGUN + 1, weaponShade, weaponBits, weaponPal);
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break;
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default:
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@ -2447,11 +2453,11 @@ void P_DisplayWeapon(void)
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int randomOffset = doAnim ? rand()&7 : 0;
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G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 140 - (pPlayer->look_ang >> 1),
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randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
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CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal, 0);
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CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal);
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if (doAnim) randomOffset = rand()&7;
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G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 184 - (pPlayer->look_ang >> 1),
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randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
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CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal, 0);
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CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal);
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}
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if (*weaponFrame < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime)-4)
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@ -2459,19 +2465,19 @@ void P_DisplayWeapon(void)
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int const randomOffset = doAnim ? rand()&7 : 0;
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G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 162 - (pPlayer->look_ang >> 1),
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randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
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CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal, 0);
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CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal);
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
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CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal, 0);
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CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
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}
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else
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G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
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CHAINGUN + 1, weaponShade, weaponBits, weaponPal, 0);
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CHAINGUN + 1, weaponShade, weaponBits, weaponPal);
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break;
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}
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G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - (pPlayer->look_ang >> 1), weaponY + 260 - weaponYOffset,
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CHAINGUN, weaponShade, weaponBits, weaponPal, 0);
|
||||
CHAINGUN, weaponShade, weaponBits, weaponPal);
|
||||
break;
|
||||
|
||||
case PISTOL_WEAPON:
|
||||
|
@ -2485,7 +2491,7 @@ void P_DisplayWeapon(void)
|
|||
|
||||
G_DrawWeaponTileWithID(currentWeapon, (pistolOffset - (pPlayer->look_ang >> 1)), (weaponY + 244 - weaponYOffset),
|
||||
FIRSTGUN + pistolFrames[*weaponFrame > 2 ? 0 : *weaponFrame], weaponShade, 2,
|
||||
weaponPal, 0);
|
||||
weaponPal);
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -2495,41 +2501,41 @@ void P_DisplayWeapon(void)
|
|||
|
||||
if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 17)
|
||||
G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 230 - weaponYOffset, FIRSTGUN + 4,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 12)
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, 244 - ((*weaponFrame) << 3) - (pPlayer->look_ang >> 1),
|
||||
weaponY + 130 - weaponYOffset + ((*weaponFrame) << 4), FIRSTGUN + 6, weaponShade,
|
||||
weaponBits, weaponPal, 0);
|
||||
weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - 7)
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, 124 + ((*weaponFrame) << 1) - (pPlayer->look_ang >> 1),
|
||||
weaponY + 430 - weaponYOffset - ((*weaponFrame) << 3), FIRSTGUN + 6, weaponShade,
|
||||
weaponBits, weaponPal, 0);
|
||||
weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
|
||||
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 12 : 4))
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 2, 184 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset,
|
||||
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal, 0);
|
||||
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 210 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload) - (WW2GI ? 6 : 2))
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 2, 164 - (pPlayer->look_ang >> 1), weaponY + 245 - weaponYOffset,
|
||||
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal, 0);
|
||||
FIRSTGUN + 8, weaponShade, weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, 224 - (pPlayer->look_ang >> 1), weaponY + 220 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
else if ((*weaponFrame) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload))
|
||||
G_DrawWeaponTileWithID(currentWeapon, 194 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset, FIRSTGUN + 5,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
|
||||
break;
|
||||
|
||||
|
@ -2579,7 +2585,7 @@ void P_DisplayWeapon(void)
|
|||
}
|
||||
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 190 - halfLookAng, weaponY + 260 - weaponYOffset,
|
||||
HANDTHROW + pipebombFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal, 0);
|
||||
HANDTHROW + pipebombFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -2592,7 +2598,7 @@ void P_DisplayWeapon(void)
|
|||
|
||||
weaponX = -48;
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 150 - halfLookAng, weaponY + 258 - weaponYOffset,
|
||||
HANDREMOTE + remoteFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal, 0);
|
||||
HANDREMOTE + remoteFrames[(*weaponFrame)], weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -2611,16 +2617,16 @@ void P_DisplayWeapon(void)
|
|||
if (pPlayer->ammo_amount[pPlayer->curr_weapon] & 1)
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
DEVISTATOR, weaponShade, weaponBits | 4, weaponPal, 0);
|
||||
DEVISTATOR, weaponShade, weaponBits | 4, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset,
|
||||
DEVISTATOR + tileOffset, -32, weaponBits, weaponPal, 0);
|
||||
DEVISTATOR + tileOffset, -32, weaponBits, weaponPal);
|
||||
}
|
||||
else
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal, 0);
|
||||
DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
}
|
||||
// else we are in 'reload time'
|
||||
|
@ -2631,17 +2637,17 @@ void P_DisplayWeapon(void)
|
|||
: 10 * (reloadTime - (*weaponFrame));
|
||||
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
|
||||
weaponShade, weaponBits | 4, weaponPal, 0);
|
||||
weaponShade, weaponBits | 4, weaponPal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
|
||||
weaponShade, weaponBits | 4, weaponPal, 0);
|
||||
weaponShade, weaponBits | 4, weaponPal);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
@ -2659,25 +2665,25 @@ void P_DisplayWeapon(void)
|
|||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon, (devastatorFrames[*weaponFrame] >> 1) + weaponX + 268 - halfLookAng,
|
||||
devastatorFrames[*weaponFrame] + weaponY + 238 - weaponYOffset,
|
||||
DEVISTATOR + tileOffset, -32, weaponBits, weaponPal, 0);
|
||||
DEVISTATOR + tileOffset, -32, weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
|
||||
weaponShade, weaponBits | 4, weaponPal, 0);
|
||||
weaponShade, weaponBits | 4, weaponPal);
|
||||
}
|
||||
else
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, -(devastatorFrames[*weaponFrame] >> 1) + weaponX + 30 - halfLookAng,
|
||||
devastatorFrames[*weaponFrame] + weaponY + 240 - weaponYOffset,
|
||||
DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal, 0);
|
||||
DEVISTATOR + tileOffset, -32, weaponBits | 4, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 268 - halfLookAng, weaponY + 238 - weaponYOffset, DEVISTATOR, weaponShade,
|
||||
weaponBits, weaponPal, 0);
|
||||
weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 30 - halfLookAng, weaponY + 240 - weaponYOffset, DEVISTATOR,
|
||||
weaponShade, weaponBits | 4, weaponPal, 0);
|
||||
weaponShade, weaponBits | 4, weaponPal);
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -2699,13 +2705,13 @@ void P_DisplayWeapon(void)
|
|||
}
|
||||
weaponYOffset -= 16;
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset,
|
||||
FREEZE + 2, -32, weaponBits, weaponPal, 0);
|
||||
FREEZE + 2, -32, weaponBits, weaponPal);
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 235 - weaponYOffset,
|
||||
FREEZE + 3 + freezerFrames[*weaponFrame % 6], -32, weaponBits, weaponPal, 0);
|
||||
FREEZE + 3 + freezerFrames[*weaponFrame % 6], -32, weaponBits, weaponPal);
|
||||
}
|
||||
else
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 210 - (pPlayer->look_ang >> 1), weaponY + 261 - weaponYOffset,
|
||||
FREEZE, weaponShade, weaponBits, weaponPal, 0);
|
||||
FREEZE, weaponShade, weaponBits, weaponPal);
|
||||
break;
|
||||
|
||||
case GROW_WEAPON:
|
||||
|
@ -2721,15 +2727,15 @@ void P_DisplayWeapon(void)
|
|||
if (currentWeapon == GROW_WEAPON)
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER - 2,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
break;
|
||||
}
|
||||
else if (pPlayer->ammo_amount[currentWeapon] > 0)
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 2,
|
||||
16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits, 0, 1);
|
||||
G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER + 2,
|
||||
16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits, 0);
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset, SHRINKER,
|
||||
weaponShade, weaponBits, weaponPal, 0);
|
||||
weaponShade, weaponBits, weaponPal);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -2760,11 +2766,11 @@ void P_DisplayWeapon(void)
|
|||
: 10 * (reloadTime - (*weaponFrame)); // U
|
||||
}
|
||||
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0, 1);
|
||||
G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0);
|
||||
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
SHRINKER + (currentWeapon == GROW_WEAPON ? -1 : 1), weaponShade, weaponBits, weaponPal, 0);
|
||||
SHRINKER + (currentWeapon == GROW_WEAPON ? -1 : 1), weaponShade, weaponBits, weaponPal);
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -2777,18 +2783,18 @@ void P_DisplayWeapon(void)
|
|||
weaponYOffset += (rand() & 3);
|
||||
}
|
||||
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0, 1);
|
||||
G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
SHRINKER + 3 + ((*weaponFrame) & 3), -32, weaponBits, currentWeapon == GROW_WEAPON ? 2 : 0);
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
currentWeapon == GROW_WEAPON ? SHRINKER - 1 : SHRINKER + 1, weaponShade, weaponBits, weaponPal, 0);
|
||||
currentWeapon == GROW_WEAPON ? SHRINKER - 1 : SHRINKER + 1, weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
else
|
||||
{
|
||||
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
SHRINKER + 2, 16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits,
|
||||
currentWeapon == GROW_WEAPON ? 2 : 0, 1);
|
||||
G_DrawWeaponTileUnfadedWithID(currentWeapon << 1, weaponX + 184 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
SHRINKER + 2, 16 - (sintable[pPlayer->random_club_frame & 2047] >> 10), weaponBits,
|
||||
currentWeapon == GROW_WEAPON ? 2 : 0);
|
||||
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng, weaponY + 240 - weaponYOffset,
|
||||
currentWeapon == GROW_WEAPON ? SHRINKER - 2 : SHRINKER, weaponShade, weaponBits, weaponPal, 0);
|
||||
currentWeapon == GROW_WEAPON ? SHRINKER - 2 : SHRINKER, weaponShade, weaponBits, weaponPal);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue