Don't continue animating Ripper, Shrinker, Expander and Freezethrower when the game is paused or the menu is up.

git-svn-id: https://svn.eduke32.com/eduke32@3616 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2013-03-27 06:37:19 +00:00
parent 7e22c6d81c
commit cd235d2ec2

View file

@ -2179,6 +2179,7 @@ void P_DisplayWeapon(int32_t snum)
} }
else else
{ {
int32_t doanim = !(sprite[p->i].pal == 1 || ud.pause_on || g_player[myconnectindex].ps->gm&MODE_MENU);
pal = P_GetHudPal(p); pal = P_GetHudPal(p);
switch (cw) switch (cw)
@ -2344,7 +2345,7 @@ void P_DisplayWeapon(int32_t snum)
{ {
gun_pos -= sintable[(*kb)<<7]>>12; gun_pos -= sintable[(*kb)<<7]>>12;
if (sprite[p->i].pal != 1) if (doanim)
weapon_xoffset += 1-(rand()&3); weapon_xoffset += 1-(rand()&3);
} }
@ -2362,10 +2363,10 @@ void P_DisplayWeapon(int32_t snum)
if (*kb > PWEAPON(0, CHAINGUN_WEAPON, FireDelay) && *kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime)) if (*kb > PWEAPON(0, CHAINGUN_WEAPON, FireDelay) && *kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime))
{ {
i = 0; i = 0;
if (sprite[p->i].pal != 1) i = rand()&7; if (doanim) i = rand()&7;
G_DrawWeaponTile(i+weapon_xoffset-4+140-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos, G_DrawWeaponTile(i+weapon_xoffset-4+140-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
CHAINGUN+5+((*kb-4)/5),gs,o,pal,0); CHAINGUN+5+((*kb-4)/5),gs,o,pal,0);
if (sprite[p->i].pal != 1) i = rand()&7; if (doanim) i = rand()&7;
G_DrawWeaponTile(i+weapon_xoffset-4+184-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos, G_DrawWeaponTile(i+weapon_xoffset-4+184-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
CHAINGUN+5+((*kb-4)/5),gs,o,pal,0); CHAINGUN+5+((*kb-4)/5),gs,o,pal,0);
} }
@ -2373,7 +2374,7 @@ void P_DisplayWeapon(int32_t snum)
if (*kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime)-4) if (*kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime)-4)
{ {
i = 0; i = 0;
if (sprite[p->i].pal != 1) i = rand()&7; if (doanim) i = rand()&7;
G_DrawWeaponTile(i+weapon_xoffset-4+162-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos, G_DrawWeaponTile(i+weapon_xoffset-4+162-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
CHAINGUN+5+((*kb-2)/5),gs,o,pal,0); CHAINGUN+5+((*kb-2)/5),gs,o,pal,0);
G_DrawWeaponTile(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos, G_DrawWeaponTile(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos,
@ -2537,7 +2538,7 @@ void P_DisplayWeapon(int32_t snum)
{ {
static uint8_t cat_frames[] = { 0,0,1,1,2,2 }; static uint8_t cat_frames[] = { 0,0,1,1,2,2 };
if (sprite[p->i].pal != 1) if (doanim)
{ {
weapon_xoffset += rand()&3; weapon_xoffset += rand()&3;
looking_arc += rand()&3; looking_arc += rand()&3;
@ -2566,7 +2567,7 @@ void P_DisplayWeapon(int32_t snum)
if ((*kb) < PWEAPON(snum, p->curr_weapon, TotalTime) && (*kb) > 0) if ((*kb) < PWEAPON(snum, p->curr_weapon, TotalTime) && (*kb) > 0)
{ {
if (sprite[p->i].pal != 1) if (doanim)
{ {
weapon_xoffset += rand()&3; weapon_xoffset += rand()&3;
gun_pos += (rand()&3); gun_pos += (rand()&3);
@ -2606,7 +2607,7 @@ void P_DisplayWeapon(int32_t snum)
if (((*kb) > 0) && ((*kb) < PWEAPON(snum, p->curr_weapon, TotalTime))) if (((*kb) > 0) && ((*kb) < PWEAPON(snum, p->curr_weapon, TotalTime)))
{ {
if (sprite[p->i].pal != 1) if (doanim)
{ {
weapon_xoffset += rand()&3; weapon_xoffset += rand()&3;
gun_pos += (rand()&3); gun_pos += (rand()&3);