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:
hendricks266 2018-03-22 04:48:41 +00:00
parent 084d363364
commit 9d2eb4e076
2 changed files with 102 additions and 123 deletions

View file

@ -33,7 +33,6 @@ gamevar hud_fistsign 0 1
gamevar hud_totaltime 0 1
gamevar hud_shadef 0 1
gamevar hud_shadef_crystal 0 1
gamevar hud_palf 0 1
// It is unfortunate that we need so many temporary gamevars.
@ -172,32 +171,6 @@ state G_DrawWeaponTile
state G_DrawTileScaled
ends
state G_DrawWeaponTile_crystal
// basic fading between player weapon shades
ifvarvarn hud_shade hud_shadef_crystal
{
setvarvar hud_int_temp hud_shade
subvarvar hud_int_temp hud_shadef_crystal
setvarvar hud_int_temp2 hud_int_temp
shiftvarr hud_int_temp 2
addvarvar hud_shadef_crystal hud_int_temp
ifvare hud_int_temp 0
{
shiftvarr hud_int_temp2 1
addvarvar hud_shadef_crystal hud_int_temp2
ifvare hud_int_temp2 0
setvarvar hud_shadef_crystal hud_shade
}
}
else
setvarvar hud_shadef_crystal hud_shade
setvarvar hud_shade hud_shadef_crystal
state G_DrawTileScaled
ends
// helper states
state reset_hud_weapon_x_coordinate
@ -1399,7 +1372,7 @@ state draw_expander // GROW_WEAPON:
guniqhudid hud_temp3
state G_DrawWeaponTile_crystal
state G_DrawTileScaled
guniqhudid currentweapon
@ -1436,7 +1409,7 @@ state draw_expander // GROW_WEAPON:
guniqhudid hud_temp3
state G_DrawWeaponTile_crystal
state G_DrawTileScaled
guniqhudid currentweapon
@ -1500,7 +1473,7 @@ state draw_shrinker // SHRINKER_WEAPON:
guniqhudid hud_temp3
state G_DrawWeaponTile_crystal
state G_DrawTileScaled
guniqhudid currentweapon
@ -1537,7 +1510,7 @@ state draw_shrinker // SHRINKER_WEAPON:
guniqhudid hud_temp3
state G_DrawWeaponTile_crystal
state G_DrawTileScaled
guniqhudid currentweapon

View file

@ -1752,28 +1752,23 @@ static void G_DrawTileScaled(int drawX, int drawY, int tileNum, int drawShade, i
wx[0],wy[0], wx[1],wy[1]);
}
static void G_DrawWeaponTile(int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int weaponPal,
uint8_t drawSlot)
static void G_DrawWeaponTile(int weaponX, int weaponY, int weaponTile, int weaponShade, int weaponBits, int weaponPal)
{
static int shadef[2] = { 0, 0 };
static int palf[2] = { 0, 0 };
// sanity checking the slot value
if (drawSlot > 1)
drawSlot = 1;
static int shadef = 0;
static int palf = 0;
// basic fading between player weapon shades
if (shadef[drawSlot] != weaponShade && (!weaponPal || palf[drawSlot] == weaponPal))
if (shadef != weaponShade && (!weaponPal || palf == weaponPal))
{
shadef[drawSlot] += (weaponShade - shadef[drawSlot]) >> 2;
shadef += (weaponShade - shadef) >> 2;
if (!((weaponShade - shadef[drawSlot]) >> 2))
shadef[drawSlot] = logapproach(shadef[drawSlot], weaponShade);
if (!((weaponShade - shadef) >> 2))
shadef = logapproach(shadef, weaponShade);
}
else
shadef[drawSlot] = weaponShade;
shadef = weaponShade;
palf[drawSlot] = weaponPal;
palf = weaponPal;
#ifdef USE_OPENGL
if (getrendermode() >= REND_POLYMOST)
@ -1786,23 +1781,34 @@ static void G_DrawWeaponTile(int weaponX, int weaponY, int weaponTile, int weapo
// pixels (not texels; multiplied by weapon scale) lower
// first, preventing ugly horizontal seam.
g_dts_yadd = tabledivide32_noinline(65536 * 2 * 200, ydim);
G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef[drawSlot], weaponBits, weaponPal);
G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef, weaponBits, weaponPal);
g_dts_yadd = 0;
}
}
}
#endif
G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef[drawSlot], weaponBits, weaponPal);
G_DrawTileScaled(weaponX, weaponY, weaponTile, shadef, weaponBits, weaponPal);
}
static inline void G_DrawWeaponTileWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade,
int weaponBits, int p, uint8_t slot)
int weaponBits, int p)
{
int lastUniqueID = guniqhudid;
guniqhudid = uniqueID;
G_DrawWeaponTile(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p, slot);
G_DrawWeaponTile(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p);
guniqhudid = lastUniqueID;
}
static inline void G_DrawWeaponTileUnfadedWithID(int uniqueID, int weaponX, int weaponY, int weaponTile, int weaponShade,
int weaponBits, int p)
{
int lastUniqueID = guniqhudid;
guniqhudid = uniqueID;
G_DrawTileScaled(weaponX, weaponY, weaponTile, weaponShade, weaponBits, p); // skip G_DrawWeaponTile
guniqhudid = lastUniqueID;
}
@ -2200,14 +2206,14 @@ void P_DisplayWeapon(void)
weaponY += ((*weaponFrame) << 3);
else if ((*weaponFrame) < 4)
G_DrawWeaponTileWithID(currentWeapon << 2, weaponX + 142 - halfLookAng,
weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal, 0);
weaponY + 234 - weaponYOffset, HANDHOLDINGLASER + 3, weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 130 - halfLookAng, weaponY + 249 - weaponYOffset,
HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal, 0);
HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 152 - halfLookAng,
weaponY + 249 - weaponYOffset, HANDHOLDINGLASER + ((*weaponFrame) >> 2), weaponShade, weaponBits | 4,
weaponPal, 0);
weaponPal);
break;
case RPG_WEAPON:
@ -2221,7 +2227,7 @@ void P_DisplayWeapon(void)
{
if (*weaponFrame < 8)
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset,
RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal, 0);
RPGGUN + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
else if (WW2GI)
{
int const totalTime = PWEAPON(screenpeek, pPlayer->curr_weapon, TotalTime);
@ -2237,7 +2243,7 @@ void P_DisplayWeapon(void)
}
G_DrawWeaponTileWithID(currentWeapon, weaponX + 164, (weaponY << 1) + 176 - weaponYOffset, RPGGUN, weaponShade,
weaponBits, weaponPal, 0);
weaponBits, weaponPal);
break;
case SHOTGUN_WEAPON:
@ -2257,12 +2263,12 @@ void P_DisplayWeapon(void)
if (*weaponFrame == 0)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN, weaponShade, weaponBits, weaponPal, 0);
SHOTGUN, weaponShade, weaponBits, weaponPal);
}
else if (*weaponFrame <= totalTime)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN + 1, weaponShade, weaponBits, weaponPal, 0);
SHOTGUN + 1, weaponShade, weaponBits, weaponPal);
}
// else we are in 'reload time'
else
@ -2272,7 +2278,7 @@ void P_DisplayWeapon(void)
: 10 * (reloadTime - (*weaponFrame)); // U
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN, weaponShade, weaponBits, weaponPal, 0);
SHOTGUN, weaponShade, weaponBits, weaponPal);
}
break;
@ -2283,14 +2289,14 @@ void P_DisplayWeapon(void)
case 1:
case 2:
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - halfLookAng, weaponY + 201 - weaponYOffset,
SHOTGUN + 2, -128, weaponBits, weaponPal, 0);
SHOTGUN + 2, -128, weaponBits, weaponPal);
fallthrough__;
case 0:
case 6:
case 7:
case 8:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 146 - halfLookAng, weaponY + 202 - weaponYOffset,
SHOTGUN, weaponShade, weaponBits, weaponPal, 0);
SHOTGUN, weaponShade, weaponBits, weaponPal);
break;
case 3:
@ -2299,7 +2305,7 @@ void P_DisplayWeapon(void)
weaponX += 20;
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 178 - halfLookAng, weaponY + 194 - weaponYOffset,
SHOTGUN + 1 + ((*(weaponFrame)-1) >> 1), -128, weaponBits, weaponPal, 0);
SHOTGUN + 1 + ((*(weaponFrame)-1) >> 1), -128, weaponBits, weaponPal);
fallthrough__;
case 5:
case 9:
@ -2307,14 +2313,14 @@ void P_DisplayWeapon(void)
case 11:
case 12:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 158 - halfLookAng, weaponY + 220 - weaponYOffset,
SHOTGUN + 3, weaponShade, weaponBits, weaponPal, 0);
SHOTGUN + 3, weaponShade, weaponBits, weaponPal);
break;
case 13:
case 14:
case 15:
G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 166 - halfLookAng, weaponY + 210 - weaponYOffset,
SHOTGUN + 4, weaponShade, weaponBits, weaponPal, 0);
SHOTGUN + 4, weaponShade, weaponBits, weaponPal);
break;
case 16:
@ -2326,7 +2332,7 @@ void P_DisplayWeapon(void)
case 26:
case 27:
G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 170 - halfLookAng, weaponY + 196 - weaponYOffset,
SHOTGUN + 5, weaponShade, weaponBits, weaponPal, 0);
SHOTGUN + 5, weaponShade, weaponBits, weaponPal);
break;
case 20:
@ -2334,7 +2340,7 @@ void P_DisplayWeapon(void)
case 22:
case 23:
G_DrawWeaponTileWithID(currentWeapon, 64 + weaponX + 176 - halfLookAng, weaponY + 196 - weaponYOffset,
SHOTGUN + 6, weaponShade, weaponBits, weaponPal, 0);
SHOTGUN + 6, weaponShade, weaponBits, weaponPal);
break;
@ -2342,7 +2348,7 @@ void P_DisplayWeapon(void)
case 29:
case 30:
G_DrawWeaponTileWithID(currentWeapon, 32 + weaponX + 156 - halfLookAng, weaponY + 206 - weaponYOffset,
SHOTGUN + 4, weaponShade, weaponBits, weaponPal, 0);
SHOTGUN + 4, weaponShade, weaponBits, weaponPal);
break;
}
break;
@ -2364,12 +2370,12 @@ void P_DisplayWeapon(void)
if (*weaponFrame == 0)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - halfLookAng,weaponY+233-weaponYOffset,
CHAINGUN+1,weaponShade,weaponBits,weaponPal,0);
CHAINGUN+1,weaponShade,weaponBits,weaponPal);
}
else if (*weaponFrame <= totalTime)
{
G_DrawWeaponTileWithID(currentWeapon, weaponX + 188 - halfLookAng,weaponY+243-weaponYOffset,
CHAINGUN+2,weaponShade,weaponBits,weaponPal,0);
CHAINGUN+2,weaponShade,weaponBits,weaponPal);
}
// else we are in 'reload time'
// divide reload time into fifths..
@ -2391,7 +2397,7 @@ void P_DisplayWeapon(void)
weaponYOffset += weaponOffset;
weaponX += weaponOffset;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 17,
weaponShade, weaponBits, weaponPal, 0);
weaponShade, weaponBits, weaponPal);
}
else if (*weaponFrame < (iFifths * 2 + totalTime))
{
@ -2399,7 +2405,7 @@ void P_DisplayWeapon(void)
weaponYOffset += 80; // D
weaponX += 80;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 18,
weaponShade, weaponBits, weaponPal, 0);
weaponShade, weaponBits, weaponPal);
}
else if (*weaponFrame < (iFifths * 3 + totalTime))
{
@ -2408,7 +2414,7 @@ void P_DisplayWeapon(void)
weaponYOffset += 80;
weaponX += 80;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 19,
weaponShade, weaponBits, weaponPal, 0);
weaponShade, weaponBits, weaponPal);
}
else if (*weaponFrame < (iFifths * 4 + totalTime))
{
@ -2417,7 +2423,7 @@ void P_DisplayWeapon(void)
weaponYOffset += 80; // D
weaponX += 80;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 18,
weaponShade, weaponBits, weaponPal, 0);
weaponShade, weaponBits, weaponPal);
}
else
{
@ -2426,7 +2432,7 @@ void P_DisplayWeapon(void)
weaponYOffset += weaponOffset; // U
weaponX += weaponOffset;
G_DrawWeaponTileWithID(currentWeapon, weaponX + 168 - halfLookAng, weaponY + 260 - weaponYOffset, CHAINGUN - 17,
weaponShade, weaponBits, weaponPal, 0);
weaponShade, weaponBits, weaponPal);
}
}
@ -2437,7 +2443,7 @@ void P_DisplayWeapon(void)
{
case 0:
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
CHAINGUN + 1, weaponShade, weaponBits, weaponPal, 0);
CHAINGUN + 1, weaponShade, weaponBits, weaponPal);
break;
default:
@ -2447,11 +2453,11 @@ void P_DisplayWeapon(void)
int randomOffset = doAnim ? rand()&7 : 0;
G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 140 - (pPlayer->look_ang >> 1),
randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal, 0);
CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal);
if (doAnim) randomOffset = rand()&7;
G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 184 - (pPlayer->look_ang >> 1),
randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal, 0);
CHAINGUN + 5 + ((*weaponFrame - 4) / 5), weaponShade, weaponBits, weaponPal);
}
if (*weaponFrame < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime)-4)
@ -2459,19 +2465,19 @@ void P_DisplayWeapon(void)
int const randomOffset = doAnim ? rand()&7 : 0;
G_DrawWeaponTileWithID(currentWeapon << 2, randomOffset + weaponX - 4 + 162 - (pPlayer->look_ang >> 1),
randomOffset + weaponY - ((*weaponFrame) >> 1) + 208 - weaponYOffset,
CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal, 0);
CHAINGUN + 5 + ((*weaponFrame - 2) / 5), weaponShade, weaponBits, weaponPal);
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal, 0);
CHAINGUN + 1 + ((*weaponFrame) >> 1), weaponShade, weaponBits, weaponPal);
}
else
G_DrawWeaponTileWithID(currentWeapon, weaponX + 178 - (pPlayer->look_ang >> 1), weaponY + 233 - weaponYOffset,
CHAINGUN + 1, weaponShade, weaponBits, weaponPal, 0);
CHAINGUN + 1, weaponShade, weaponBits, weaponPal);
break;
}
G_DrawWeaponTileWithID(currentWeapon << 1, weaponX + 168 - (pPlayer->look_ang >> 1), weaponY + 260 - weaponYOffset,
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,
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, 1);
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;
}