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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
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7e22c6d81c
commit
cd235d2ec2
1 changed files with 8 additions and 7 deletions
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@ -2179,6 +2179,7 @@ void P_DisplayWeapon(int32_t snum)
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}
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}
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else
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else
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{
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{
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int32_t doanim = !(sprite[p->i].pal == 1 || ud.pause_on || g_player[myconnectindex].ps->gm&MODE_MENU);
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pal = P_GetHudPal(p);
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pal = P_GetHudPal(p);
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switch (cw)
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switch (cw)
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@ -2344,7 +2345,7 @@ void P_DisplayWeapon(int32_t snum)
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{
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{
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gun_pos -= sintable[(*kb)<<7]>>12;
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gun_pos -= sintable[(*kb)<<7]>>12;
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if (sprite[p->i].pal != 1)
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if (doanim)
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weapon_xoffset += 1-(rand()&3);
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weapon_xoffset += 1-(rand()&3);
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}
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}
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@ -2362,10 +2363,10 @@ void P_DisplayWeapon(int32_t snum)
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if (*kb > PWEAPON(0, CHAINGUN_WEAPON, FireDelay) && *kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime))
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if (*kb > PWEAPON(0, CHAINGUN_WEAPON, FireDelay) && *kb < PWEAPON(0, 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 (sprite[p->i].pal != 1) i = rand()&7;
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if (doanim) i = rand()&7;
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G_DrawWeaponTile(i+weapon_xoffset-4+140-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
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G_DrawWeaponTile(i+weapon_xoffset-4+140-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
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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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if (sprite[p->i].pal != 1) i = rand()&7;
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if (doanim) i = rand()&7;
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G_DrawWeaponTile(i+weapon_xoffset-4+184-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
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G_DrawWeaponTile(i+weapon_xoffset-4+184-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
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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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@ -2373,7 +2374,7 @@ void P_DisplayWeapon(int32_t snum)
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if (*kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime)-4)
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if (*kb < PWEAPON(0, 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 (sprite[p->i].pal != 1) i = rand()&7;
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if (doanim) i = rand()&7;
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G_DrawWeaponTile(i+weapon_xoffset-4+162-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
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G_DrawWeaponTile(i+weapon_xoffset-4+162-(p->look_ang>>1),i+looking_arc-((*kb)>>1)+208-gun_pos,
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CHAINGUN+5+((*kb-2)/5),gs,o,pal,0);
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CHAINGUN+5+((*kb-2)/5),gs,o,pal,0);
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G_DrawWeaponTile(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos,
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G_DrawWeaponTile(weapon_xoffset+178-(p->look_ang>>1),looking_arc+233-gun_pos,
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@ -2537,7 +2538,7 @@ void P_DisplayWeapon(int32_t snum)
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{
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{
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static uint8_t cat_frames[] = { 0,0,1,1,2,2 };
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static uint8_t cat_frames[] = { 0,0,1,1,2,2 };
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if (sprite[p->i].pal != 1)
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if (doanim)
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{
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{
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weapon_xoffset += rand()&3;
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weapon_xoffset += rand()&3;
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looking_arc += rand()&3;
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looking_arc += rand()&3;
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@ -2566,7 +2567,7 @@ void P_DisplayWeapon(int32_t snum)
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if ((*kb) < PWEAPON(snum, p->curr_weapon, TotalTime) && (*kb) > 0)
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if ((*kb) < PWEAPON(snum, p->curr_weapon, TotalTime) && (*kb) > 0)
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{
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{
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if (sprite[p->i].pal != 1)
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if (doanim)
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{
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{
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weapon_xoffset += rand()&3;
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weapon_xoffset += rand()&3;
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gun_pos += (rand()&3);
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gun_pos += (rand()&3);
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@ -2606,7 +2607,7 @@ void P_DisplayWeapon(int32_t snum)
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if (((*kb) > 0) && ((*kb) < PWEAPON(snum, p->curr_weapon, TotalTime)))
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if (((*kb) > 0) && ((*kb) < PWEAPON(snum, p->curr_weapon, TotalTime)))
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{
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{
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if (sprite[p->i].pal != 1)
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if (doanim)
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{
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{
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weapon_xoffset += rand()&3;
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weapon_xoffset += rand()&3;
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gun_pos += (rand()&3);
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gun_pos += (rand()&3);
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