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https://github.com/ZDoom/raze-gles.git
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Fix up some incorrect PWEAPON macro usage
git-svn-id: https://svn.eduke32.com/eduke32@4654 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
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3a60abfb94
commit
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2 changed files with 20 additions and 20 deletions
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@ -4772,7 +4772,7 @@ DETONATEB:
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if ((ps->gotweapon & (1<<HANDBOMB_WEAPON)) == 0 || s->owner == ps->i)
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if ((ps->gotweapon & (1<<HANDBOMB_WEAPON)) == 0 || s->owner == ps->i)
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{
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{
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int32_t doswitch = ((ps->weaponswitch & 1) ||
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int32_t doswitch = ((ps->weaponswitch & 1) ||
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PWEAPON(0, ps->curr_weapon, WorksLike) == HANDREMOTE_WEAPON);
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PWEAPON(p, ps->curr_weapon, WorksLike) == HANDREMOTE_WEAPON);
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P_AddWeapon(ps, HANDBOMB_WEAPON, doswitch);
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P_AddWeapon(ps, HANDBOMB_WEAPON, doswitch);
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}
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}
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@ -236,8 +236,8 @@ static int32_t A_FindTargetSprite(const spritetype *s, int32_t aang, int32_t atw
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j = -1;
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j = -1;
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gotshrinker = (s->picnum == APLAYER && PWEAPON(0, g_player[snum].ps->curr_weapon, WorksLike) == SHRINKER_WEAPON);
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gotshrinker = (s->picnum == APLAYER && PWEAPON(snum, g_player[snum].ps->curr_weapon, WorksLike) == SHRINKER_WEAPON);
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gotfreezer = (s->picnum == APLAYER && PWEAPON(0, g_player[snum].ps->curr_weapon, WorksLike) == FREEZE_WEAPON);
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gotfreezer = (s->picnum == APLAYER && PWEAPON(snum, g_player[snum].ps->curr_weapon, WorksLike) == FREEZE_WEAPON);
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smax = INT32_MAX;
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smax = INT32_MAX;
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@ -1501,7 +1501,7 @@ int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
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sprite[j].extra >>= 2;
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sprite[j].extra >>= 2;
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}
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}
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}
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}
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else if (PWEAPON(0, g_player[p].ps->curr_weapon, WorksLike) == DEVISTATOR_WEAPON)
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else if (PWEAPON(p, g_player[p].ps->curr_weapon, WorksLike) == DEVISTATOR_WEAPON)
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{
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{
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sprite[j].extra >>= 2;
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sprite[j].extra >>= 2;
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sprite[j].ang += 16-(krand()&31);
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sprite[j].ang += 16-(krand()&31);
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@ -2362,7 +2362,7 @@ void P_DisplayWeapon(int32_t snum)
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break;
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break;
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default:
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default:
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if (*kb > PWEAPON(0, CHAINGUN_WEAPON, FireDelay) && *kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime))
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if (*kb > PWEAPON(screenpeek, CHAINGUN_WEAPON, FireDelay) && *kb < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime))
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{
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{
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i = 0;
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i = 0;
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if (doanim) i = rand()&7;
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if (doanim) i = rand()&7;
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@ -2373,7 +2373,7 @@ void P_DisplayWeapon(int32_t snum)
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CHAINGUN+5+((*kb-4)/5),gs,o,pal,0);
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CHAINGUN+5+((*kb-4)/5),gs,o,pal,0);
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}
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}
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if (*kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime)-4)
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if (*kb < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime)-4)
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{
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{
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i = 0;
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i = 0;
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if (doanim) i = rand()&7;
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if (doanim) i = rand()&7;
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@ -2396,12 +2396,12 @@ void P_DisplayWeapon(int32_t snum)
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case PISTOL_WEAPON:
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case PISTOL_WEAPON:
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if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1, 0) == 0)
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if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1, 0) == 0)
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{
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{
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if ((*kb) < PWEAPON(0, PISTOL_WEAPON, TotalTime)+1)
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if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, TotalTime)+1)
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{
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{
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static uint8_t kb_frames[] = { 0, 1, 2 };
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static uint8_t kb_frames[] = { 0, 1, 2 };
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int32_t l = 195-12+weapon_xoffset;
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int32_t l = 195-12+weapon_xoffset;
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if ((*kb) == PWEAPON(0, PISTOL_WEAPON, FireDelay))
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if ((*kb) == PWEAPON(screenpeek, PISTOL_WEAPON, FireDelay))
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l -= 3;
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l -= 3;
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guniqhudid = cw;
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guniqhudid = cw;
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@ -2411,20 +2411,20 @@ void P_DisplayWeapon(int32_t snum)
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else
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else
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{
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{
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if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-17)
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if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-17)
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{
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{
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guniqhudid = cw;
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guniqhudid = cw;
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G_DrawWeaponTile(194-(p->look_ang>>1),looking_arc+230-gun_pos,FIRSTGUN+4,gs,o|512,pal,0);
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G_DrawWeaponTile(194-(p->look_ang>>1),looking_arc+230-gun_pos,FIRSTGUN+4,gs,o|512,pal,0);
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guniqhudid = 0;
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guniqhudid = 0;
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}
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}
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else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-12)
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else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-12)
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{
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{
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G_DrawWeaponTile(244-((*kb)<<3)-(p->look_ang>>1),looking_arc+130-gun_pos+((*kb)<<4),FIRSTGUN+6,gs,o|512,pal,0);
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G_DrawWeaponTile(244-((*kb)<<3)-(p->look_ang>>1),looking_arc+130-gun_pos+((*kb)<<4),FIRSTGUN+6,gs,o|512,pal,0);
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guniqhudid = cw;
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guniqhudid = cw;
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G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
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G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
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guniqhudid = 0;
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guniqhudid = 0;
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}
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}
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else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-7)
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else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-7)
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{
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{
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G_DrawWeaponTile(124+((*kb)<<1)-(p->look_ang>>1),looking_arc+430-gun_pos-((*kb)<<3),FIRSTGUN+6,gs,o|512,pal,0);
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G_DrawWeaponTile(124+((*kb)<<1)-(p->look_ang>>1),looking_arc+430-gun_pos-((*kb)<<3),FIRSTGUN+6,gs,o|512,pal,0);
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guniqhudid = cw;
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guniqhudid = cw;
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@ -2432,21 +2432,21 @@ void P_DisplayWeapon(int32_t snum)
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guniqhudid = 0;
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guniqhudid = 0;
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}
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}
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else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-4)
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else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-4)
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{
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{
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G_DrawWeaponTile(184-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+8,gs,o|512,pal,0);
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G_DrawWeaponTile(184-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+8,gs,o|512,pal,0);
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guniqhudid = cw;
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guniqhudid = cw;
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G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+210-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
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G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+210-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
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guniqhudid = 0;
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guniqhudid = 0;
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}
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}
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else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-2)
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else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-2)
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{
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{
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G_DrawWeaponTile(164-(p->look_ang>>1),looking_arc+245-gun_pos,FIRSTGUN+8,gs,o|512,pal,0);
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G_DrawWeaponTile(164-(p->look_ang>>1),looking_arc+245-gun_pos,FIRSTGUN+8,gs,o|512,pal,0);
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guniqhudid = cw;
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guniqhudid = cw;
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G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
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G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
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guniqhudid = 0;
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guniqhudid = 0;
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}
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}
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else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload))
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else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload))
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{
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{
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guniqhudid = cw;
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guniqhudid = cw;
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G_DrawWeaponTile(194-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
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G_DrawWeaponTile(194-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
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@ -2463,7 +2463,7 @@ void P_DisplayWeapon(int32_t snum)
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guniqhudid = cw;
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guniqhudid = cw;
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if ((*kb))
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if ((*kb))
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{
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{
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if ((*kb) < (PWEAPON(0, p->curr_weapon, TotalTime)))
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if ((*kb) < (PWEAPON(screenpeek, p->curr_weapon, TotalTime)))
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{
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{
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static uint8_t throw_frames[] = {0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2};
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static uint8_t throw_frames[] = {0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2};
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@ -2505,7 +2505,7 @@ void P_DisplayWeapon(int32_t snum)
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case DEVISTATOR_WEAPON:
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case DEVISTATOR_WEAPON:
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if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1, 0) == 0)
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if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1, 0) == 0)
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{
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{
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if ((*kb) < (PWEAPON(0, DEVISTATOR_WEAPON, TotalTime)+1) && (*kb) > 0)
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if ((*kb) < (PWEAPON(screenpeek, DEVISTATOR_WEAPON, TotalTime)+1) && (*kb) > 0)
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{
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{
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static uint8_t cycloidy[] = {0,4,12,24,12,4,0};
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static uint8_t cycloidy[] = {0,4,12,24,12,4,0};
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@ -3652,7 +3652,7 @@ static void P_ProcessWeapon(int32_t snum)
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if (VM_OnEvent(EVENT_HOLSTER, p->i, snum, -1, 0) == 0)
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if (VM_OnEvent(EVENT_HOLSTER, p->i, snum, -1, 0) == 0)
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{
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{
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if (PWEAPON(0, p->curr_weapon, WorksLike) != KNEE_WEAPON)
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if (PWEAPON(snum, p->curr_weapon, WorksLike) != KNEE_WEAPON)
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{
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{
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if (p->holster_weapon == 0 && p->weapon_pos == 0)
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if (p->holster_weapon == 0 && p->weapon_pos == 0)
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{
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{
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@ -4488,7 +4488,7 @@ void P_ProcessInput(int32_t snum)
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P_UpdatePosWhenViewingCam(p);
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P_UpdatePosWhenViewingCam(p);
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P_DoCounters(snum);
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P_DoCounters(snum);
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if (PWEAPON(0, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
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if (PWEAPON(snum, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
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P_ProcessWeapon(snum);
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P_ProcessWeapon(snum);
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return;
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return;
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@ -4937,8 +4937,8 @@ void P_ProcessInput(int32_t snum)
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}
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}
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if (p->fist_incs || p->transporter_hold > 2 || p->hard_landing || p->access_incs > 0 || p->knee_incs > 0 ||
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if (p->fist_incs || p->transporter_hold > 2 || p->hard_landing || p->access_incs > 0 || p->knee_incs > 0 ||
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(PWEAPON(0, p->curr_weapon, WorksLike) == TRIPBOMB_WEAPON &&
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(PWEAPON(snum, p->curr_weapon, WorksLike) == TRIPBOMB_WEAPON &&
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*kb > 1 && *kb < PWEAPON(0, p->curr_weapon, FireDelay)))
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*kb > 1 && *kb < PWEAPON(snum, p->curr_weapon, FireDelay)))
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{
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{
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doubvel = 0;
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doubvel = 0;
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p->vel.x = 0;
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p->vel.x = 0;
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