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- SW: Restore random element to player's weapon left/right bobbing behind a CVAR.
# Conflicts: # source/core/gamecvars.cpp # source/core/gamecvars.h
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3 changed files with 17 additions and 2 deletions
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@ -92,6 +92,7 @@ CVARD(Int, cl_showweapon, 1, CVAR_ARCHIVE, "enable/disable show weapons") // onl
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CVARD(Bool, cl_sointerpolation, true, CVAR_ARCHIVE, "enable/disable sector object interpolation") // only implemented in SW
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CVARD(Bool, cl_syncinput, false, CVAR_ARCHIVE, "enable/disable synchronized input with game's ticrate") // only implemented in SW
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CVARD(Bool, cl_dukefixrpgrecoil, true, CVAR_ARCHIVE, "soften recoil of Duke 3D's RPG")
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CVARD(Bool, cl_smoothsway, true, CVAR_ARCHIVE, "move SW weapon left and right smoothly while bobbing")
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CUSTOM_CVARD(Int, cl_crosshairscale, 50, CVAR_ARCHIVE, "changes the size of the crosshair")
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{
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if (self < 1) self = 1;
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@ -26,6 +26,7 @@ EXTERN_CVAR(Int, cl_crosshairscale)
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EXTERN_CVAR(Bool, cl_sointerpolation)
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EXTERN_CVAR(Bool, cl_syncinput)
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EXTERN_CVAR(Bool, cl_dukefixrpgrecoil)
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EXTERN_CVAR(Bool, cl_smoothsway)
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EXTERN_CVAR(Bool, demorec_seeds_cvar)
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EXTERN_CVAR(Bool, demoplay_diffs)
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@ -6808,8 +6808,21 @@ pWeaponBob(PANEL_SPRITEp psp, short condition)
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// sin_xxx moves the weapon left-right
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// //
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// increment the ndx into the sin table and wrap.
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psp->sin_ndx = (psp->sin_ndx + (synctics * 12)) & 2047;
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// increment the ndx into the sin table
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psp->sin_ndx = psp->sin_ndx + (synctics << 3);
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// add an additional increment to ndx
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if (cl_smoothsway)
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{
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// add a fixed factor to it
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psp->sin_ndx += (synctics << 2);
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}
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else
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{
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// add a random factor to it
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psp->sin_ndx += (RANDOM_P2(8) * synctics);
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}
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// wrap
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psp->sin_ndx &= 2047;
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// get height
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xdiff = psp->sin_amt * calcSinTableValue(psp->sin_ndx) / 16384.;
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