mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 04:50:42 +00:00
- replace lookanghalf()
player_struct getter with inline that can accept cl_syncinput
as a bool for whether to return an interpolated calculation or not.
New HUD was being let down by using an uninterpolated `q16look_ang` regardless of whether `cl_syncinput` was true.
This commit is contained in:
parent
6bd050e201
commit
c63564eb7a
4 changed files with 174 additions and 166 deletions
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@ -86,7 +86,7 @@ void displayloogie(short snum)
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//
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//---------------------------------------------------------------------------
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int animatefist(int gs, int snum)
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int animatefist(int gs, int snum, double look_anghalf)
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{
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short fisti, fistpal;
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int fistzoom;
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@ -96,7 +96,7 @@ int animatefist(int gs, int snum)
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if (fisti > 32) fisti = 32;
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if (fisti <= 0) return 0;
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looking_arc = fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.;
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looking_arc = fabs(look_anghalf) / 4.5;
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fistzoom = 65536L - (calcSinTableValue(512 + (fisti << 6)) * 4);
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if (fistzoom > 90612L)
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@ -124,7 +124,7 @@ int animatefist(int gs, int snum)
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//
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//---------------------------------------------------------------------------
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int animateknee(int gs, int snum, double hard_landing)
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int animateknee(int gs, int snum, double hard_landing, double look_anghalf)
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{
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static const short knee_y[] = { 0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8 };
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short pal;
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@ -132,7 +132,7 @@ int animateknee(int gs, int snum, double hard_landing)
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if (ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
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looking_arc = knee_y[ps[snum].knee_incs] + (fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.);
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looking_arc = knee_y[ps[snum].knee_incs] + (fabs(look_anghalf) / 4.5);
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looking_arc -= hard_landing * 8.;
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@ -145,7 +145,7 @@ int animateknee(int gs, int snum, double hard_landing)
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pal = ps[snum].palookup;
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}
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hud_drawpal(105 + (getavel(snum) / 16.) - ps[snum].lookanghalf() + (knee_y[ps[snum].knee_incs] >> 2), looking_arc + 280 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), KNEE, gs, 4, pal);
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hud_drawpal(105 + (getavel(snum) / 16.) - look_anghalf + (knee_y[ps[snum].knee_incs] >> 2), looking_arc + 280 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), KNEE, gs, 4, pal);
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return 1;
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}
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@ -156,7 +156,7 @@ int animateknee(int gs, int snum, double hard_landing)
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//
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//---------------------------------------------------------------------------
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int animateknuckles(int gs, int snum, double hard_landing)
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int animateknuckles(int gs, int snum, double hard_landing, double look_anghalf)
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{
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static const short knuckle_frames[] = { 0,1,2,2,3,3,3,2,2,1,0 };
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short pal;
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@ -166,7 +166,7 @@ int animateknuckles(int gs, int snum, double hard_landing)
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if (ps[snum].knuckle_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
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looking_arc = fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.;
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looking_arc = fabs(look_anghalf) / 4.5;
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looking_arc -= hard_landing * 8.;
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@ -176,7 +176,7 @@ int animateknuckles(int gs, int snum, double hard_landing)
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pal = sector[ps[snum].cursectnum].floorpal;
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auto pic = isWorldTour() ? CRACKKNUCKLESWIDE : CRACKKNUCKLES;
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hud_drawpal(160 + (getavel(snum) / 16.) - ps[snum].lookanghalf(), looking_arc + 180 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), pic + knuckle_frames[ps[snum].knuckle_incs >> 1], gs, 4, pal);
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hud_drawpal(160 + (getavel(snum) / 16.) - look_anghalf, looking_arc + 180 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), pic + knuckle_frames[ps[snum].knuckle_incs >> 1], gs, 4, pal);
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return 1;
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}
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@ -210,7 +210,7 @@ void displaymasks_d(int snum)
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//
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//---------------------------------------------------------------------------
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static int animatetip(int gs, int snum, double hard_landing)
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static int animatetip(int gs, int snum, double hard_landing, double look_anghalf)
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{
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int p;
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double looking_arc;
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@ -218,7 +218,7 @@ static int animatetip(int gs, int snum, double hard_landing)
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if (ps[snum].tipincs == 0) return 0;
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looking_arc = fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.;
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looking_arc = fabs(look_anghalf) / 4.5;
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looking_arc -= hard_landing * 8.;
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if (sprite[ps[snum].i].pal == 1)
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@ -231,7 +231,7 @@ static int animatetip(int gs, int snum, double hard_landing)
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else
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p = wall[ps[snum].access_wallnum].pal;
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*/
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hud_drawpal(170 + (getavel(snum) / 16.) - ps[snum].lookanghalf(),
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hud_drawpal(170 + (getavel(snum) / 16.) - look_anghalf,
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(tip_y[ps[snum].tipincs] >> 1) + looking_arc + 240 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), TIP + ((26 - ps[snum].tipincs) >> 4), gs, 0, p);
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return 1;
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@ -243,7 +243,7 @@ static int animatetip(int gs, int snum, double hard_landing)
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//
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//---------------------------------------------------------------------------
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int animateaccess(int gs,int snum,double hard_landing)
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int animateaccess(int gs,int snum,double hard_landing,double look_anghalf)
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{
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static const short access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
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double looking_arc;
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@ -251,7 +251,7 @@ int animateaccess(int gs,int snum,double hard_landing)
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if(ps[snum].access_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
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looking_arc = access_y[ps[snum].access_incs] + (fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.);
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looking_arc = access_y[ps[snum].access_incs] + (fabs(look_anghalf) / 4.5);
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looking_arc -= hard_landing * 8.;
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if(ps[snum].access_spritenum >= 0)
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@ -261,9 +261,9 @@ int animateaccess(int gs,int snum,double hard_landing)
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// p = wall[ps[snum].access_wallnum].pal;
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if((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3)
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hud_drawpal(170+(getavel(snum)/16.)-ps[snum].lookanghalf()+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p);
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hud_drawpal(170+(getavel(snum)/16.)-look_anghalf+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p);
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else
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hud_drawpal(170+(getavel(snum)/16.)-ps[snum].lookanghalf()+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGACCESS,gs,4,p);
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hud_drawpal(170+(getavel(snum)/16.)-look_anghalf+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGACCESS,gs,4,p);
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return 1;
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}
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@ -279,7 +279,7 @@ void displayweapon_d(int snum, double smoothratio)
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int cw;
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int i, j;
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int o,pal;
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double weapon_sway, weapon_xoffset, gun_pos, looking_arc, kickback_pic, random_club_frame, hard_landing;
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double weapon_sway, weapon_xoffset, gun_pos, looking_arc, kickback_pic, random_club_frame, hard_landing, look_anghalf;
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signed char gs;
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struct player_struct *p;
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@ -289,7 +289,8 @@ void displayweapon_d(int snum, double smoothratio)
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o = 0;
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looking_arc = fabs(p->q16look_ang / (double)(FRACUNIT)) / 9.;
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look_anghalf = gethalflookang(snum, cl_syncinput, smoothratio);
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looking_arc = fabs(look_anghalf) / 4.5;
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weapon_sway = p->oweapon_sway + fmulscale16(p->weapon_sway - p->oweapon_sway, smoothratio);
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kickback_pic = p->okickback_pic + fmulscale16(*kb - p->okickback_pic, smoothratio);
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random_club_frame = p->orandom_club_frame + fmulscale16(p->random_club_frame - p->orandom_club_frame, smoothratio);
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@ -298,10 +299,10 @@ void displayweapon_d(int snum, double smoothratio)
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gs = sprite[p->i].shade;
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if(gs > 24) gs = 24;
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if(p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(gs,snum) || animateknuckles(gs,snum,hard_landing) || animatetip(gs,snum,hard_landing) || animateaccess(gs,snum,hard_landing) )
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if(p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(gs,snum,look_anghalf) || animateknuckles(gs,snum,hard_landing,look_anghalf) || animatetip(gs,snum,hard_landing,look_anghalf) || animateaccess(gs,snum,hard_landing,look_anghalf) )
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return;
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animateknee(gs,snum,hard_landing);
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animateknee(gs,snum,hard_landing,look_anghalf);
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int opos = p->oweapon_pos * p->oweapon_pos;
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int npos = p->weapon_pos * p->weapon_pos;
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@ -353,11 +354,11 @@ void displayweapon_d(int snum, double smoothratio)
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if (j < 5 || j > 9)
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{
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hud_drawpal(weapon_xoffset + 80 - p->lookanghalf(), looking_arc + 250 - gun_pos, KNEE, gs, o | 4, pal);
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hud_drawpal(weapon_xoffset + 80 - look_anghalf, looking_arc + 250 - gun_pos, KNEE, gs, o | 4, pal);
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}
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else
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{
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hud_drawpal(weapon_xoffset + 160 - 16 - p->lookanghalf(), looking_arc + 214 - gun_pos, KNEE + 1, gs, o | 4, pal);
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hud_drawpal(weapon_xoffset + 160 - 16 - look_anghalf, looking_arc + 214 - gun_pos, KNEE + 1, gs, o | 4, pal);
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}
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}
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@ -373,12 +374,12 @@ void displayweapon_d(int snum, double smoothratio)
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}
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cw = weapon_xoffset;
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weapon_xoffset += calcSinTableValue(fistsign) / 1024.;
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hud_draw(weapon_xoffset + 250 - p->lookanghalf(),
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hud_draw(weapon_xoffset + 250 - look_anghalf,
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looking_arc + 258 - (fabs(calcSinTableValue(fistsign) / 256.)),
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FIST, gs, o);
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weapon_xoffset = cw;
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weapon_xoffset -= calcSinTableValue(fistsign) / 1024.;
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hud_draw(weapon_xoffset + 40 - p->lookanghalf(),
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hud_draw(weapon_xoffset + 40 - look_anghalf,
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looking_arc + 200 + (fabs(calcSinTableValue(fistsign) / 256.)),
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FIST, gs, o | 4);
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}
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@ -406,12 +407,12 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb < 5 || *kb > 9)
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{
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hud_drawpal(weapon_xoffset + 220 - p->lookanghalf(),
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hud_drawpal(weapon_xoffset + 220 - look_anghalf,
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looking_arc + 250 - gun_pos, KNEE, gs, o, pal);
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}
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else
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{
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hud_drawpal(weapon_xoffset + 160 - p->lookanghalf(),
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hud_drawpal(weapon_xoffset + 160 - look_anghalf,
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looking_arc + 214 - gun_pos, KNEE + 1, gs, o, pal);
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}
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}
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@ -437,13 +438,13 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb > 6)
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looking_arc += kickback_pic * 8.;
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else if (*kb < 4)
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hud_drawpal(weapon_xoffset + 142 - p->lookanghalf(),
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hud_drawpal(weapon_xoffset + 142 - look_anghalf,
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looking_arc + 234 - gun_pos, HANDHOLDINGLASER + 3, gs, o, pal);
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hud_drawpal(weapon_xoffset + 130 - p->lookanghalf(),
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hud_drawpal(weapon_xoffset + 130 - look_anghalf,
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looking_arc + 249 - gun_pos,
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HANDHOLDINGLASER + (*kb >> 2), gs, o, pal);
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hud_drawpal(weapon_xoffset + 152 - p->lookanghalf(),
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hud_drawpal(weapon_xoffset + 152 - look_anghalf,
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looking_arc + 249 - gun_pos,
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HANDHOLDINGLASER + (*kb >> 2), gs, o | 4, pal);
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};
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@ -527,12 +528,12 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb == 0)
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{
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - look_anghalf, looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal);
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}
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else if (*kb <= aplWeaponTotalTime[SHOTGUN_WEAPON][snum])
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{
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - look_anghalf, looking_arc + 202 - gun_pos,
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SHOTGUN + 1, gs, o, pal);
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}
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// else we are in 'reload time'
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@ -546,7 +547,7 @@ void displayweapon_d(int snum, double smoothratio)
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// down
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gun_pos -= 10 * (kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
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// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - look_anghalf, looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal);
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}
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else
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@ -556,7 +557,7 @@ void displayweapon_d(int snum, double smoothratio)
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// up and left
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gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic); //U
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// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(), looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - look_anghalf, looking_arc + 202 - gun_pos,
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SHOTGUN, gs, o, pal);
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}
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};
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@ -581,13 +582,13 @@ void displayweapon_d(int snum, double smoothratio)
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{
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case 1:
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case 2:
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hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(),looking_arc + 201 - gun_pos,
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hud_drawpal(weapon_xoffset + 168 - look_anghalf,looking_arc + 201 - gun_pos,
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SHOTGUN + 2,-128,o,pal);
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case 0:
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case 6:
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case 7:
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case 8:
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hud_drawpal(weapon_xoffset + 146 - p->lookanghalf(),looking_arc + 202 - gun_pos,
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hud_drawpal(weapon_xoffset + 146 - look_anghalf,looking_arc + 202 - gun_pos,
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SHOTGUN,gs,o,pal);
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break;
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case 3:
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@ -602,45 +603,45 @@ void displayweapon_d(int snum, double smoothratio)
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gun_pos -= 40;
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weapon_xoffset += 20;
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hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 194 - gun_pos,
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hud_drawpal(weapon_xoffset + 178 - look_anghalf,looking_arc + 194 - gun_pos,
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SHOTGUN + 1 + ((*(kb)-1) >> 1),-128,o,pal);
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}
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hud_drawpal(weapon_xoffset + 158 - p->lookanghalf(),looking_arc + 220 - gun_pos,
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hud_drawpal(weapon_xoffset + 158 - look_anghalf,looking_arc + 220 - gun_pos,
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SHOTGUN + 3,gs,o,pal);
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break;
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case 13:
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case 14:
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case 15:
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hud_drawpal(32 + weapon_xoffset + 166 - p->lookanghalf(),looking_arc + 210 - gun_pos,
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hud_drawpal(32 + weapon_xoffset + 166 - look_anghalf,looking_arc + 210 - gun_pos,
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SHOTGUN + 4,gs,o,pal);
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break;
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case 16:
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case 17:
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case 18:
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case 19:
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hud_drawpal(64 + weapon_xoffset + 170 - p->lookanghalf(),looking_arc + 196 - gun_pos,
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hud_drawpal(64 + weapon_xoffset + 170 - look_anghalf,looking_arc + 196 - gun_pos,
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SHOTGUN + 5,gs,o,pal);
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break;
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case 20:
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case 21:
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case 22:
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case 23:
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hud_drawpal(64 + weapon_xoffset + 176 - p->lookanghalf(),looking_arc + 196 - gun_pos,
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hud_drawpal(64 + weapon_xoffset + 176 - look_anghalf,looking_arc + 196 - gun_pos,
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SHOTGUN + 6,gs,o,pal);
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break;
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case 24:
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case 25:
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case 26:
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case 27:
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hud_drawpal(64 + weapon_xoffset + 170 - p->lookanghalf(),looking_arc + 196 - gun_pos,
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hud_drawpal(64 + weapon_xoffset + 170 - look_anghalf,looking_arc + 196 - gun_pos,
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SHOTGUN + 5,gs,o,pal);
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break;
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case 28:
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case 29:
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case 30:
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||||
hud_drawpal(32 + weapon_xoffset + 156 - p->lookanghalf(),looking_arc + 206 - gun_pos,
|
||||
hud_drawpal(32 + weapon_xoffset + 156 - look_anghalf,looking_arc + 206 - gun_pos,
|
||||
SHOTGUN + 4,gs,o,pal);
|
||||
break;
|
||||
}
|
||||
|
@ -666,14 +667,14 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
if (*kb == 0)
|
||||
{
|
||||
// hud_drawpal(weapon_xoffset+168-(p->q16look_ang/(2. * FRACUNIT)),looking_arc+260-gun_pos,
|
||||
// hud_drawpal(weapon_xoffset+168-look_anghalf,looking_arc+260-gun_pos,
|
||||
// CHAINGUN,gs,o,pal);
|
||||
hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(), looking_arc + 233 - gun_pos,
|
||||
hud_drawpal(weapon_xoffset + 178 - look_anghalf, looking_arc + 233 - gun_pos,
|
||||
CHAINGUN + 1, gs, o, pal);
|
||||
}
|
||||
else if (*kb <= aplWeaponTotalTime[CHAINGUN_WEAPON][snum])
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(), looking_arc + 243 - gun_pos,
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf, looking_arc + 243 - gun_pos,
|
||||
CHAINGUN + 2, gs, o, pal);
|
||||
}
|
||||
// else we are in 'reload time'
|
||||
|
@ -703,7 +704,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
+ iFifths - kickback_pic));
|
||||
weapon_xoffset += 80 - (10 * (aplWeaponTotalTime[p->curr_weapon][snum]
|
||||
+ iFifths - kickback_pic));
|
||||
hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos,
|
||||
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos,
|
||||
2519, gs, o, pal);
|
||||
}
|
||||
else if (*kb <
|
||||
|
@ -716,7 +717,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// down
|
||||
gun_pos += 80; //5*(iFifthsp->kickback_pic-aplWeaponTotalTime[p->curr_weapon][snum]); //D
|
||||
weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime[p->curr_weapon][snum]);
|
||||
hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos,
|
||||
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos,
|
||||
2518, gs, o, pal);
|
||||
}
|
||||
else if (*kb <
|
||||
|
@ -729,7 +730,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// up
|
||||
gun_pos += 80;//5*(iFifths*2);
|
||||
weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime[p->curr_weapon][snum]);
|
||||
hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos,
|
||||
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos,
|
||||
2517, gs, o, pal);
|
||||
}
|
||||
else if (*kb <
|
||||
|
@ -742,7 +743,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// down
|
||||
gun_pos += 80; //5*(aplWeaponTotalTime[p->curr_weapon][snum]- p->kickback_pic); //D
|
||||
weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime[p->curr_weapon][snum]);
|
||||
hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos, 2518, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos, 2518, gs, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -753,7 +754,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
//5*(aplWeaponReload[p->curr_weapon][snum]- p->kickback_pic); //U
|
||||
weapon_xoffset += 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic);
|
||||
//80*(*kb-aplWeaponTotalTime[cw][snum]);
|
||||
hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos, 2519, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos, 2519, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -777,28 +778,28 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 168 - p->lookanghalf(), looking_arc + 260 - gun_pos, CHAINGUN, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos, CHAINGUN, gs, o, pal);
|
||||
switch(*kb)
|
||||
{
|
||||
case 0:
|
||||
hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
|
||||
hud_drawpal(weapon_xoffset + 178 - look_anghalf,looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
|
||||
break;
|
||||
default:
|
||||
if (*kb > 4 && *kb < 12)
|
||||
{
|
||||
i = 0;
|
||||
if (sprite[p->i].pal != 1) i = rand() & 7;
|
||||
hud_drawpal(i + weapon_xoffset - 4 + 140 - p->lookanghalf(),i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
|
||||
hud_drawpal(i + weapon_xoffset - 4 + 140 - look_anghalf,i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
|
||||
if (sprite[p->i].pal != 1) i = rand() & 7;
|
||||
hud_drawpal(i + weapon_xoffset - 4 + 184 - p->lookanghalf(),i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
|
||||
hud_drawpal(i + weapon_xoffset - 4 + 184 - look_anghalf,i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
|
||||
}
|
||||
if (*kb < 8)
|
||||
{
|
||||
i = rand() & 7;
|
||||
hud_drawpal(i + weapon_xoffset - 4 + 162 - p->lookanghalf(),i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 2) / 5),gs,o,pal);
|
||||
hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1 + (*kb >> 1),gs,o,pal);
|
||||
hud_drawpal(i + weapon_xoffset - 4 + 162 - look_anghalf,i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 2) / 5),gs,o,pal);
|
||||
hud_drawpal(weapon_xoffset + 178 - look_anghalf,looking_arc + 233 - gun_pos, CHAINGUN + 1 + (*kb >> 1),gs,o,pal);
|
||||
}
|
||||
else hud_drawpal(weapon_xoffset + 178 - p->lookanghalf(),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
|
||||
else hud_drawpal(weapon_xoffset + 178 - look_anghalf,looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
@ -829,7 +830,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
short tilenum;
|
||||
signed char shade;
|
||||
char orientation;
|
||||
x = (l - p->lookanghalf());
|
||||
x = (l - look_anghalf);
|
||||
y = (looking_arc + 244 - gun_pos);
|
||||
tilenum = FIRSTGUN + kb_frames[*kb];
|
||||
shade = gs;
|
||||
|
@ -851,41 +852,41 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
const int WEAPON2_RELOAD_TIME = 50;
|
||||
auto reload_time = isWW2GI() ? aplWeaponReload[PISTOL_WEAPON][snum] : WEAPON2_RELOAD_TIME;
|
||||
if (*kb < 10)
|
||||
hud_drawpal(194 - p->lookanghalf(), looking_arc + 230 - gun_pos, pic + 4, gs, o|pin, pal);
|
||||
hud_drawpal(194 - look_anghalf, looking_arc + 230 - gun_pos, pic + 4, gs, o|pin, pal);
|
||||
else if (*kb < 15)
|
||||
{
|
||||
hud_drawpal(244 - (kickback_pic * 8.) - p->lookanghalf(), looking_arc + 130 - gun_pos + (kickback_pic * 16.), pic + 6, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(244 - (kickback_pic * 8.) - look_anghalf, looking_arc + 130 - gun_pos + (kickback_pic * 16.), pic + 6, gs, o | pin, pal);
|
||||
hud_drawpal(224 - look_anghalf, looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (*kb < 20)
|
||||
{
|
||||
hud_drawpal(124 + (kickback_pic * 2.) - p->lookanghalf(), looking_arc + 430 - gun_pos - (kickback_pic * 8.), pic + 6, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(124 + (kickback_pic * 2.) - look_anghalf, looking_arc + 430 - gun_pos - (kickback_pic * 8.), pic + 6, gs, o | pin, pal);
|
||||
hud_drawpal(224 - look_anghalf, looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (*kb < (reload_time - 12))
|
||||
{
|
||||
hud_drawpal(184 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(184 - look_anghalf, looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - look_anghalf, looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (*kb < (reload_time - 6))
|
||||
{
|
||||
hud_drawpal(164 - p->lookanghalf(), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(164 - look_anghalf, looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - look_anghalf, looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (*kb < (reload_time))
|
||||
hud_drawpal(194 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 5, gs, o, pal);
|
||||
hud_drawpal(194 - look_anghalf, looking_arc + 235 - gun_pos, pic + 5, gs, o, pal);
|
||||
else if (*kb < 23)
|
||||
{
|
||||
hud_drawpal(184 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(184 - look_anghalf, looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - look_anghalf, looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (*kb < 25)
|
||||
{
|
||||
hud_drawpal(164 - p->lookanghalf(), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - p->lookanghalf(), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(164 - look_anghalf, looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
|
||||
hud_drawpal(224 - look_anghalf, looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
else if (*kb < 27)
|
||||
hud_drawpal(194 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
hud_drawpal(194 - look_anghalf, looking_arc + 235 - gun_pos, pic + 5, gs, o | pin, pal);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -942,10 +943,10 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
else if (*kb < 20)
|
||||
gun_pos -= 9 * (kickback_pic - 14); //D
|
||||
}
|
||||
hud_drawpal(weapon_xoffset + 190 - p->lookanghalf(), looking_arc + 250 - gun_pos, HANDTHROW + throw_frames[*kb], gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 190 - look_anghalf, looking_arc + 250 - gun_pos, HANDTHROW + throw_frames[*kb], gs, o, pal);
|
||||
}
|
||||
else
|
||||
hud_drawpal(weapon_xoffset + 190 - p->lookanghalf(), looking_arc + 260 - gun_pos, HANDTHROW, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 190 - look_anghalf, looking_arc + 260 - gun_pos, HANDTHROW, gs, o, pal);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -965,9 +966,9 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
weapon_xoffset = -48;
|
||||
|
||||
if (*kb)
|
||||
hud_drawpal(weapon_xoffset + 150 - p->lookanghalf(), looking_arc + 258 - gun_pos, HANDREMOTE + remote_frames[*kb], gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 150 - look_anghalf, looking_arc + 258 - gun_pos, HANDREMOTE + remote_frames[*kb], gs, o, pal);
|
||||
else
|
||||
hud_drawpal(weapon_xoffset + 150 - p->lookanghalf(), looking_arc + 258 - gun_pos, HANDREMOTE, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 150 - look_anghalf, looking_arc + 258 - gun_pos, HANDREMOTE, gs, o, pal);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -990,13 +991,13 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
i = sgn(*kb >> 2);
|
||||
if (p->ammo_amount[p->curr_weapon] & 1)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
}
|
||||
}
|
||||
// else we are in 'reload time'
|
||||
|
@ -1010,8 +1011,8 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// down
|
||||
gun_pos -= 10 * (kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
|
||||
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1020,14 +1021,14 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// up and left
|
||||
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - kickback_pic); //U
|
||||
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -1052,19 +1053,19 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
if (p->hbomb_hold_delay)
|
||||
{
|
||||
hud_drawpal((cycloidy[*kb] >> 1) + weapon_xoffset + 268 - p->lookanghalf(), cycloidy[*kb] + looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal((cycloidy[*kb] >> 1) + weapon_xoffset + 268 - look_anghalf, cycloidy[*kb] + looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(-(cycloidy[*kb] >> 1) + weapon_xoffset + 30 - p->lookanghalf(), cycloidy[*kb] + looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(-(cycloidy[*kb] >> 1) + weapon_xoffset + 30 - look_anghalf, cycloidy[*kb] + looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 268 - p->lookanghalf(), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - p->lookanghalf(), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
hud_drawpal(weapon_xoffset + 268 - look_anghalf, looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 30 - look_anghalf, looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -1094,10 +1095,10 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
looking_arc += rand() & 3;
|
||||
}
|
||||
gun_pos -= 16;
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, pic + 2, -32, o|pin, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 235 - gun_pos, pic + 3 + cat_frames[*kb % 6], -32, o | pin, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - look_anghalf, looking_arc + 261 - gun_pos, pic + 2, -32, o|pin, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - look_anghalf, looking_arc + 235 - gun_pos, pic + 3 + cat_frames[*kb % 6], -32, o | pin, pal);
|
||||
}
|
||||
else hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, pic, gs, o | pin, pal);
|
||||
else hud_drawpal(weapon_xoffset + 210 - look_anghalf, looking_arc + 261 - gun_pos, pic, gs, o | pin, pal);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -1119,22 +1120,22 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
// the 'at rest' display
|
||||
if (ps[snum].ammo_amount[cw] <= 0) //p->last_weapon >= 0)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 1, gs, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 2,
|
||||
16 - xs_CRoundToInt(calcSinTableValue(random_club_frame) / 1024.),
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1183,11 +1184,11 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
// draw weapon
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 1, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1210,7 +1211,7 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
if (*kb == 0)
|
||||
{
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER - 2, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1257,11 +1258,11 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
// display weapon
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 2);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER - 1, gs, o, pal);
|
||||
|
||||
}
|
||||
|
@ -1286,22 +1287,22 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
{
|
||||
if (cw == GROW_WEAPON)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 2,
|
||||
16 - xs_CRoundToInt(calcSinTableValue(random_club_frame) / 1024.),
|
||||
o, 2);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER - 2, gs, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 2,
|
||||
16 - xs_CRoundToInt(calcSinTableValue(random_club_frame) / 1024.),
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1315,21 +1316,21 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
if (cw == GROW_WEAPON)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 2);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER - 1, gs, o, pal);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 3 + (*kb & 3), -32,
|
||||
o, 0);
|
||||
|
||||
hud_drawpal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + 1, gs, o, pal);
|
||||
}
|
||||
}
|
||||
|
@ -1355,8 +1356,8 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
|
||||
if (*kb < 1 || sector[p->cursectnum].lotag == 2)
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, FLAMETHROWER, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, FLAMETHROWERPILOT, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - look_anghalf, looking_arc + 261 - gun_pos, FLAMETHROWER, gs, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - look_anghalf, looking_arc + 261 - gun_pos, FLAMETHROWERPILOT, gs, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1367,8 +1368,8 @@ void displayweapon_d(int snum, double smoothratio)
|
|||
looking_arc += krand() & 1;
|
||||
}
|
||||
gun_pos -= 16;
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 261 - gun_pos, FLAMETHROWER + 1, 32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - p->lookanghalf(), looking_arc + 235 - gun_pos, FLAMETHROWER + 2 + cat_frames[*kb % 6], -32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - look_anghalf, looking_arc + 261 - gun_pos, FLAMETHROWER + 1, 32, o, pal);
|
||||
hud_drawpal(weapon_xoffset + 210 - look_anghalf, looking_arc + 235 - gun_pos, FLAMETHROWER + 2 + cat_frames[*kb % 6], -32, o, pal);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -113,7 +113,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
{
|
||||
int cw;
|
||||
int i, j;
|
||||
double weapon_sway, weapon_xoffset, gun_pos, looking_arc;
|
||||
double weapon_sway, weapon_xoffset, gun_pos, looking_arc, look_anghalf;
|
||||
char o,pal;
|
||||
signed char gs;
|
||||
|
||||
|
@ -122,7 +122,8 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
|
||||
o = 0;
|
||||
|
||||
looking_arc = fabs(p->q16look_ang / (double)(FRACUNIT)) / 9.;
|
||||
look_anghalf = gethalflookang(snum, cl_syncinput, smoothratio);
|
||||
looking_arc = fabs(look_anghalf) / 4.5;
|
||||
weapon_sway = p->oweapon_sway + fmulscale16((p->weapon_sway - p->oweapon_sway), smoothratio);
|
||||
|
||||
if (shadedsector[p->cursectnum] == 1)
|
||||
|
@ -215,9 +216,9 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (p->TiltStatus >= 0)
|
||||
ShowMotorcycle(160-p->lookanghalf(), 174, temp_kb, gs, 0, pal, p->TiltStatus*5);
|
||||
ShowMotorcycle(160-look_anghalf, 174, temp_kb, gs, 0, pal, p->TiltStatus*5);
|
||||
else if (p->TiltStatus < 0)
|
||||
ShowMotorcycle(160-p->lookanghalf(), 174, temp_kb, gs, 0, pal, p->TiltStatus*5+2047);
|
||||
ShowMotorcycle(160-look_anghalf, 174, temp_kb, gs, 0, pal, p->TiltStatus*5+2047);
|
||||
return;
|
||||
}
|
||||
if (p->OnBoat)
|
||||
|
@ -290,9 +291,9 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
gs = -96;
|
||||
|
||||
if (p->TiltStatus >= 0)
|
||||
ShowBoat(160-p->lookanghalf(), temp3, temp_kb, gs, 0, pal, p->TiltStatus);
|
||||
ShowBoat(160-look_anghalf, temp3, temp_kb, gs, 0, pal, p->TiltStatus);
|
||||
else if (p->TiltStatus < 0)
|
||||
ShowBoat(160-p->lookanghalf(), temp3, temp_kb, gs, 0, pal, p->TiltStatus+2047);
|
||||
ShowBoat(160-look_anghalf, temp3, temp_kb, gs, 0, pal, p->TiltStatus+2047);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -307,12 +308,12 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
}
|
||||
cw = weapon_xoffset;
|
||||
weapon_xoffset += calcSinTableValue(fistsign) / 1024.;
|
||||
hud_draw(weapon_xoffset+250-p->lookanghalf(),
|
||||
hud_draw(weapon_xoffset+250-look_anghalf,
|
||||
looking_arc+258-abs(calcSinTableValue(fistsign) / 256.),
|
||||
FIST,gs,o);
|
||||
weapon_xoffset = cw;
|
||||
weapon_xoffset -= calcSinTableValue(fistsign) / 1024.;
|
||||
hud_draw(weapon_xoffset+40-p->lookanghalf(),
|
||||
hud_draw(weapon_xoffset+40-look_anghalf,
|
||||
looking_arc+200+abs(calcSinTableValue(fistsign) / 256.),
|
||||
FIST,gs,o|4);
|
||||
}
|
||||
|
@ -341,7 +342,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
short y;
|
||||
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
|
||||
y = 200 - (244 - kb_oy[kb_frames[*kb]]);
|
||||
hud_drawpal(x - p->lookanghalf(), looking_arc + y - gun_pos,
|
||||
hud_drawpal(x - look_anghalf, looking_arc + y - gun_pos,
|
||||
KNEE + kb_frames[*kb], gs, 0, pal);
|
||||
};
|
||||
|
||||
|
@ -360,7 +361,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
short y;
|
||||
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
|
||||
y = 210 - (244 - kb_oy[kb_frames[*kb]]);
|
||||
hud_drawpal(x - p->lookanghalf() + 20, looking_arc + y - gun_pos - 80,
|
||||
hud_drawpal(x - look_anghalf + 20, looking_arc + y - gun_pos - 80,
|
||||
SLINGBLADE + kb_frames[*kb], gs, 0, pal);
|
||||
};
|
||||
|
||||
|
@ -376,12 +377,12 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
gun_pos -= 10;
|
||||
if (p->ammo_amount[BOWLING_WEAPON])
|
||||
{
|
||||
hud_drawpal(weapon_xoffset + 162 - p->lookanghalf(),
|
||||
hud_drawpal(weapon_xoffset + 162 - look_anghalf,
|
||||
looking_arc + 214 - gun_pos + (*kb << 3), BOWLINGBALLH, gs, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal(weapon_xoffset + 162 - p->lookanghalf(),
|
||||
rdmyospal(weapon_xoffset + 162 - look_anghalf,
|
||||
looking_arc + 214 - gun_pos, HANDTHROW + 5, gs, o, pal);
|
||||
}
|
||||
};
|
||||
|
@ -398,14 +399,14 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
gun_pos -= 10;
|
||||
if (p->ammo_amount[POWDERKEG_WEAPON])
|
||||
{
|
||||
rdmyospal(weapon_xoffset + 180 - p->lookanghalf(),
|
||||
rdmyospal(weapon_xoffset + 180 - look_anghalf,
|
||||
looking_arc + 214 - gun_pos + (*kb << 3), POWDERH, gs, o, pal);
|
||||
rdmyospal(weapon_xoffset + 90 - p->lookanghalf(),
|
||||
rdmyospal(weapon_xoffset + 90 - look_anghalf,
|
||||
looking_arc + 214 - gun_pos + (*kb << 3), POWDERH, gs, o | 4, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal(weapon_xoffset + 162 - p->lookanghalf(),
|
||||
rdmyospal(weapon_xoffset + 162 - look_anghalf,
|
||||
looking_arc + 214 - gun_pos, HANDTHROW + 5, gs, o, pal);
|
||||
}
|
||||
};
|
||||
|
@ -422,17 +423,17 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
static const uint8_t kb_frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
|
||||
if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 200) - look_anghalf,
|
||||
looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], gs, o | pin, pal);
|
||||
}
|
||||
else if (kb_frames[*kb] == 1)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 200) - look_anghalf,
|
||||
looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], 0, o | pin, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 210) - look_anghalf,
|
||||
looking_arc + 255 - gun_pos, RPGGUN + kb_frames[*kb], gs, o | pin, pal);
|
||||
}
|
||||
};
|
||||
|
@ -451,17 +452,17 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
static const uint8_t kb_frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
|
||||
if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 200) - look_anghalf,
|
||||
looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], gs, o | pin, pal);
|
||||
}
|
||||
else if (kb_frames[*kb] == 1)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 200) - look_anghalf,
|
||||
looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], 0, o | pin, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 210) - look_anghalf,
|
||||
looking_arc + 255 - gun_pos, RPGGUN2 + kb_frames[*kb], gs, o | pin, pal);
|
||||
}
|
||||
}
|
||||
|
@ -471,25 +472,25 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
{
|
||||
if (chickenphase)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 210) - look_anghalf,
|
||||
looking_arc + 222 - gun_pos, RPGGUN2 + 7, gs, o | pin, pal);
|
||||
}
|
||||
else if ((krand() & 15) == 5)
|
||||
{
|
||||
S_PlayActorSound(327, p->i);
|
||||
rdmyospal((weapon_xoffset + 210) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 210) - look_anghalf,
|
||||
looking_arc + 222 - gun_pos, RPGGUN2 + 7, gs, o | pin, pal);
|
||||
chickenphase = 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 210) - look_anghalf,
|
||||
looking_arc + 225 - gun_pos, RPGGUN2, gs, o | pin, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - p->lookanghalf(),
|
||||
rdmyospal((weapon_xoffset + 210) - look_anghalf,
|
||||
looking_arc + 225 - gun_pos, RPGGUN2, gs, o | pin, pal);
|
||||
}
|
||||
}
|
||||
|
@ -528,7 +529,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
gs = 0;
|
||||
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12);
|
||||
y = tm - (244 - kb_oy[kb_frames[*kb]]);
|
||||
hud_drawpal(x + 64 - p->lookanghalf(),
|
||||
hud_drawpal(x + 64 - look_anghalf,
|
||||
y + looking_arc - gun_pos, SHOTGUN + kb_frames[*kb], gs, 0, pal);
|
||||
}
|
||||
else
|
||||
|
@ -552,9 +553,9 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
y += 30;
|
||||
break;
|
||||
}
|
||||
hud_drawpal(x + 64 - p->lookanghalf(), y + looking_arc - gun_pos, SHOTGUN + kb_frames[*kb], gs, 0, pal);
|
||||
hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames[*kb], gs, 0, pal);
|
||||
if (kb_frames[*kb] == 21)
|
||||
hud_drawpal(x + 96 - p->lookanghalf(), y + looking_arc - gun_pos, SHOTGUNSHELLS, gs, 0, pal);
|
||||
hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, SHOTGUNSHELLS, gs, 0, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -567,7 +568,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
gs = 0;
|
||||
x = weapon_xoffset + ((kb_ox[kb_frames2[*kb]] >> 1) - 12);
|
||||
y = tm - (244 - kb_oy[kb_frames2[*kb]]);
|
||||
hud_drawpal(x + 64 - p->lookanghalf(),
|
||||
hud_drawpal(x + 64 - look_anghalf,
|
||||
y + looking_arc - gun_pos, SHOTGUN + kb_frames2[*kb], gs, 0, pal);
|
||||
}
|
||||
else
|
||||
|
@ -576,7 +577,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
gs = 0;
|
||||
x = weapon_xoffset + ((kb_ox[kb_frames3[*kb]] >> 1) - 12);
|
||||
y = tm - (244 - kb_oy[kb_frames3[*kb]]);
|
||||
hud_drawpal(x + 64 - p->lookanghalf(),
|
||||
hud_drawpal(x + 64 - look_anghalf,
|
||||
y + looking_arc - gun_pos, SHOTGUN + kb_frames3[*kb], gs, 0, pal);
|
||||
}
|
||||
}
|
||||
|
@ -601,9 +602,9 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
y += 30;
|
||||
break;
|
||||
}
|
||||
hud_drawpal(x + 64 - p->lookanghalf(), y + looking_arc - gun_pos, SHOTGUN + kb_frames2[*kb], gs, 0, pal);
|
||||
hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames2[*kb], gs, 0, pal);
|
||||
if (kb_frames2[*kb] == 21)
|
||||
hud_drawpal(x + 96 - p->lookanghalf(), y + looking_arc - gun_pos, SHOTGUNSHELLS, gs, 0, pal);
|
||||
hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, SHOTGUNSHELLS, gs, 0, pal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -625,7 +626,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
switch (*kb)
|
||||
{
|
||||
case 0:
|
||||
hud_drawpal(weapon_xoffset + 178 - p->lookanghalf() + 30, looking_arc + 233 - gun_pos + 5,
|
||||
hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5,
|
||||
CHAINGUN, gs, o, pal);
|
||||
break;
|
||||
default:
|
||||
|
@ -633,10 +634,10 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
if (*kb < 8)
|
||||
{
|
||||
i = rand() & 7;
|
||||
hud_drawpal(weapon_xoffset + 178 - p->lookanghalf() + 30, looking_arc + 233 - gun_pos + 5,
|
||||
hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5,
|
||||
CHAINGUN + 1, gs, o, pal);
|
||||
}
|
||||
else hud_drawpal(weapon_xoffset + 178 - p->lookanghalf() + 30, looking_arc + 233 - gun_pos + 5,
|
||||
else hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5,
|
||||
CHAINGUN + 2, gs, o, pal);
|
||||
break;
|
||||
}
|
||||
|
@ -664,7 +665,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
if (kb_frames[*kb])
|
||||
gs = 0;
|
||||
|
||||
rdmyospal(x - p->lookanghalf(),
|
||||
rdmyospal(x - look_anghalf,
|
||||
y + looking_arc - gun_pos, FIRSTGUN + kb_frames[*kb], gs, 0, pal);
|
||||
}
|
||||
else
|
||||
|
@ -722,7 +723,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
dx = 0;
|
||||
break;
|
||||
}
|
||||
rdmyospal(x - p->lookanghalf() - dx,
|
||||
rdmyospal(x - look_anghalf - dx,
|
||||
y + looking_arc - gun_pos + dy, FIRSTGUNRELOAD + kb_frames[(*kb) - 22], gs, 0, pal);
|
||||
}
|
||||
};
|
||||
|
@ -737,7 +738,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
{
|
||||
gun_pos -= 9 * (*kb);
|
||||
|
||||
rdmyospal(weapon_xoffset + 190 - p->lookanghalf(), looking_arc + 260 - gun_pos, HANDTHROW, gs, o, pal);
|
||||
rdmyospal(weapon_xoffset + 190 - look_anghalf, looking_arc + 260 - gun_pos, HANDTHROW, gs, o, pal);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -763,20 +764,20 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
{
|
||||
if ((*kb) < 5)
|
||||
{
|
||||
rdmyospal(weapon_xoffset + x + 190 - p->lookanghalf() - dx,
|
||||
rdmyospal(weapon_xoffset + x + 190 - look_anghalf - dx,
|
||||
looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RRTILE1752, 0, o | pin, pal);
|
||||
}
|
||||
rdmyospal(weapon_xoffset + x + 190 - p->lookanghalf(),
|
||||
rdmyospal(weapon_xoffset + x + 190 - look_anghalf,
|
||||
looking_arc + 258 - gun_pos - dy, HANDTHROW + remote_frames[*kb], gs, o | pin, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((*kb) < 5)
|
||||
{
|
||||
rdmyospal(weapon_xoffset + x + 190 - p->lookanghalf() - dx,
|
||||
rdmyospal(weapon_xoffset + x + 190 - look_anghalf - dx,
|
||||
looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RRTILE1752, 0, o | pin, pal);
|
||||
}
|
||||
rdmyospal(weapon_xoffset + x + 190 - p->lookanghalf(),
|
||||
rdmyospal(weapon_xoffset + x + 190 - look_anghalf,
|
||||
looking_arc + 258 - gun_pos - dy, HANDTHROW + 1, gs, o | pin, pal);
|
||||
}
|
||||
}
|
||||
|
@ -793,10 +794,10 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
if (*kb)
|
||||
{
|
||||
gs = 0;
|
||||
rd3myospal(150 + (weapon_xoffset / 2.) - p->lookanghalf(), 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR, gs, o, pal);
|
||||
}
|
||||
else
|
||||
rd3myospal(150 + (weapon_xoffset / 2.) - p->lookanghalf(), 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR + 1, gs, o, pal);
|
||||
rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR + 1, gs, o, pal);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -811,9 +812,9 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
if ((*kb))
|
||||
{
|
||||
char cat_frames[] = { 0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
|
||||
rdmyospal(weapon_xoffset + 260 - p->lookanghalf(), looking_arc + 215 - gun_pos, FREEZE + cat_frames[*kb], -32, o | pin, pal);
|
||||
rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, FREEZE + cat_frames[*kb], -32, o | pin, pal);
|
||||
}
|
||||
else rdmyospal(weapon_xoffset + 260 - p->lookanghalf(), looking_arc + 215 - gun_pos, FREEZE, gs, o | pin, pal);
|
||||
else rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, FREEZE, gs, o | pin, pal);
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -828,7 +829,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
looking_arc += 18;
|
||||
if ((*kb) == 0)
|
||||
{
|
||||
rd2myospal(weapon_xoffset + 188 - p->lookanghalf(),
|
||||
rd2myospal(weapon_xoffset + 188 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER, gs, o, pal);
|
||||
}
|
||||
else
|
||||
|
@ -841,14 +842,14 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
|
||||
if (cw == BUZZSAW_WEAPON)
|
||||
{
|
||||
rd2myospal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
rd2myospal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, GROWSPARK + ((*kb) & 2), gs, o, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
signed char kb_frames[] = { 1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0 };
|
||||
short frm = kb_frames[*kb];
|
||||
rd2myospal(weapon_xoffset + 184 - p->lookanghalf(),
|
||||
rd2myospal(weapon_xoffset + 184 - look_anghalf,
|
||||
looking_arc + 240 - gun_pos, SHRINKER + frm, gs, o, 0);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -182,6 +182,13 @@ inline void backupplayer(player_struct* p)
|
|||
backupview(p);
|
||||
}
|
||||
|
||||
// the weapon display code uses this.
|
||||
inline double gethalflookang(int snum, bool interpolate, double smoothratio)
|
||||
{
|
||||
struct player_struct *p = &ps[snum];
|
||||
return (!interpolate ? p->q16look_ang : p->oq16look_ang + fmulscale16(p->q16look_ang - p->oq16look_ang, smoothratio)) * (0.5 / FRACUNIT);
|
||||
}
|
||||
|
||||
|
||||
// These should be the only places converting between level numbers and volume/map pairs
|
||||
constexpr inline int levelnum(int vol, int map)
|
||||
|
|
|
@ -222,7 +222,6 @@ struct player_struct
|
|||
|
||||
// Access helpers for the widened angle and horizon fields.
|
||||
int getlookang() { return q16look_ang >> FRACBITS; }
|
||||
double lookanghalf() { return q16look_ang * (0.5 / FRACUNIT); } // the weapon display code uses this.
|
||||
void setlookang(int b) { q16look_ang = b << FRACBITS; }
|
||||
void addlookang(int b) { q16look_ang += b << FRACBITS; }
|
||||
void addlookang(double b) { q16look_ang += int(b *65536.); }
|
||||
|
|
Loading…
Reference in a new issue