mirror of
https://github.com/ZDoom/raze-gles.git
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hudweapon
# Conflicts: # source/build/src/engine.cpp
This commit is contained in:
parent
4dee181405
commit
e3153f143d
10 changed files with 2332 additions and 42 deletions
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@ -201,8 +201,9 @@ enum {
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RS_STRETCH = 1024,
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ROTATESPRITE_FULL16 = 2048,
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RS_MODELSUBST= 4096,
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// ROTATESPRITE_MAX-1 is the mask of all externally available orientation bits
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ROTATESPRITE_MAX = 4096,
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ROTATESPRITE_MAX = 8192,
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RS_CENTER = (1<<29), // proper center align.
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RS_CENTERORIGIN = (1<<30),
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@ -861,6 +862,11 @@ void renderDrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, uint8_t co
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void drawlinergb(int32_t x1, int32_t y1, int32_t x2, int32_t y2, palette_t p);
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void drawlinergb(int32_t x1, int32_t y1, int32_t x2, int32_t y2, PalEntry p);
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class F2DDrawer;
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void twod_rotatesprite(F2DDrawer* twod, int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum,
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int8_t dashade, uint8_t dapalnum, int32_t dastat, uint8_t daalpha, uint8_t dablend,
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int32_t clipx1, int32_t clipy1, int32_t clipx2, int32_t clipy2, FGameTexture* pic = nullptr, int basepal = 0);
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////////// specialized rotatesprite wrappers for (very) often used cases //////////
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static FORCE_INLINE void rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum,
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int8_t dashade, uint8_t dapalnum, int32_t dastat,
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@ -3021,10 +3021,26 @@ static int32_t dorotspr_handle_bit2(int32_t* sxptr, int32_t* syptr, int32_t* z,
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//
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//==========================================================================
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void twod_rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum,
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void twod_rotatesprite(F2DDrawer *twod, int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum,
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int8_t dashade, uint8_t dapalnum, int32_t dastat, uint8_t daalpha, uint8_t dablend,
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int32_t clipx1, int32_t clipy1, int32_t clipx2, int32_t clipy2, FGameTexture* pic, int basepal)
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{
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// todo: re-add
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#if 0
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if (!tex && (dastat & RS_MODELSUBST))
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{
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tileUpdatePicnum(&picnum, (int16_t)0xc000);
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if ((tileWidth(picnum) <= 0) || (tileHeight(picnum) <= 0)) return;
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if (hw_models && tile2model[picnum].hudmem[(dastat & 4) >> 2])
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{
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polymost_dorotatespritemodel(sx, sy, z, a, picnum, dashade, dapalnum, dastat, daalpha, dablend, guniqhudid);
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return;
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}
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}
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#endif
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F2DDrawer::RenderCommand dg = {};
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int method = 0;
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@ -3139,6 +3155,22 @@ void twod_rotatesprite(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t pic
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}
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void rotatesprite_(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum,
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int8_t dashade, uint8_t dapalnum, int32_t dastat, uint8_t daalpha, uint8_t dablend,
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int32_t cx1, int32_t cy1, int32_t cx2, int32_t cy2, FGameTexture* tex, int basepal)
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{
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if (!tex && (unsigned)picnum >= MAXTILES)
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return;
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if ((cx1 > cx2) || (cy1 > cy2)) return;
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if (z <= 16) return;
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// We must store all calls in the 2D drawer so that the backend can operate on a clean 3D view.
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twod_rotatesprite(twod, sx, sy, z, a, picnum, dashade, dapalnum, dastat, daalpha, dablend, cx1, cy1, cx2, cy2, tex, basepal);
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}
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//
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// fillpolygon (internal)
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@ -5280,44 +5312,6 @@ void renderSetAspect(int32_t daxrange, int32_t daaspect)
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#include "v_2ddrawer.h"
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//
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// rotatesprite
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//
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void rotatesprite_(int32_t sx, int32_t sy, int32_t z, int16_t a, int16_t picnum,
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int8_t dashade, uint8_t dapalnum, int32_t dastat, uint8_t daalpha, uint8_t dablend,
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int32_t cx1, int32_t cy1, int32_t cx2, int32_t cy2, FGameTexture *tex, int basepal)
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{
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if (!tex && (unsigned)picnum >= MAXTILES)
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return;
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if ((cx1 > cx2) || (cy1 > cy2)) return;
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if (z <= 16) return;
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if (r_rotatespritenowidescreen)
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{
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dastat |= RS_STRETCH;
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dastat &= ~RS_ALIGN_MASK;
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}
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if (!tex)
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{
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tileUpdatePicnum(&picnum, (int16_t)0xc000);
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if ((tileWidth(picnum) <= 0) || (tileHeight(picnum) <= 0)) return;
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#if 0
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if (hw_models && tile2model[picnum].hudmem[(dastat & 4) >> 2])
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{
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polymost_dorotatespritemodel(sx, sy, z, a, picnum, dashade, dapalnum, dastat, daalpha, dablend, guniqhudid);
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return;
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}
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#endif
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}
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// We must store all calls in the 2D drawer so that the backend can operate on a clean 3D view.
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twod_rotatesprite(sx, sy, z, a, picnum, dashade, dapalnum, dastat, daalpha, dablend, cx1, cy1, cx2, cy2, tex, basepal);
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// RS_PERM code was removed because the current backend supports only one page that needs to be redrawn each frame in which case the perm list was skipped anyway.
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}
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void videoInit()
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@ -11,6 +11,8 @@ set( PCH_SOURCES
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src/gamedef.cpp
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src/gameexec.cpp
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src/gamevar.cpp
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src/hudweapon_d.cpp
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src/hudweapon_r.cpp
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src/input.cpp
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src/player.cpp
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src/player_d.cpp
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@ -105,6 +105,8 @@ void checkweapons_d(struct player_struct* p);
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void checkweapons_r(struct player_struct* p);
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void processinput_d(int snum);
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void processinput_r(int snum);
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void displayweapon_d(int snum);
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void displayweapon_r(int snum);
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@ -154,6 +156,7 @@ void SetDispatcher()
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doincrements_d,
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checkweapons_d,
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processinput_d,
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displayweapon_d,
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};
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}
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else
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selectweapon_r,
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doincrements_r,
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checkweapons_r,
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processinput_r
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processinput_r,
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displayweapon_r,
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};
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}
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}
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@ -532,6 +532,7 @@ struct Dispatcher
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int (*doincrements)(struct player_struct* p);
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void (*checkweapons)(struct player_struct* p);
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void (*processinput)(int snum);
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void (*displayweapon)(int snum);
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};
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@ -45,6 +45,8 @@ into many sub-files.
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BEGIN_DUKE_NS
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int16_t max_ammo_amount[MAX_WEAPONS];
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// parser state: todo: turn into a class
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char* textptr;
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char* label;
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1408
source/games/duke/src/hudweapon_d.cpp
Normal file
1408
source/games/duke/src/hudweapon_d.cpp
Normal file
File diff suppressed because it is too large
Load diff
859
source/games/duke/src/hudweapon_r.cpp
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859
source/games/duke/src/hudweapon_r.cpp
Normal file
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@ -0,0 +1,859 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2017-2019 Nuke.YKT
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include "global.h"
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#include "game.h"
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#include "names_rr.h"
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BEGIN_DUKE_NS
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#define CRECT windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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inline static void hud_drawpal(int x, int y, int tilenum, int shade, int orientation, int p, int scale = 32768)
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{
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hud_rotatesprite(x << 16, y << 16, scale, (orientation & 4) ? 1024 : 0, tilenum, shade, p, 2 | orientation, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
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}
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inline static void rdmyospal(int x, int y, int tilenum, int shade, int orientation, int p)
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{
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hud_drawpal(x, y, tilenum, shade, orientation, p, 36700);
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}
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inline static void rd2myospal(int x, int y, int tilenum, int shade, int orientation, int p)
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{
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hud_drawpal(x, y, tilenum, shade, orientation, p, 44040);
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}
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inline static void rd3myospal(int x, int y, int tilenum, int shade, int orientation, int p)
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{
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hud_drawpal(x, y, tilenum, shade, orientation, p, 47040);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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inline static void hud_draw(int x, int y, int tilenum, int shade, int orientation)
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{
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int p = sector[ps[screenpeek].cursectnum].floorpal;
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rotatesprite(x << 16, y << 16, 65536L, (orientation & 4) ? 1024 : 0, tilenum, shade, p, 2 | orientation, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void displaymasks(short snum)
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{
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short p;
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if (sprite[ps[snum].i].pal == 1)
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p = 1;
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else
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p = sector[ps[snum].cursectnum].floorpal;
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if (ps[snum].scuba_on)
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{
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if (ud.screen_size > 4)
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{
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hud_rotatesprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15) << 16, (200 - (tilesiz[SCUBAMASK].y >> 1) + (sintable[(int)totalclock & 2047] >> 10)) << 16, 49152, 0, SCUBAMASK, 0, p, 2 + 16, CRECT);
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hud_rotatesprite((320 - tilesiz[SCUBAMASK + 4].x) << 16, (200 - tilesiz[SCUBAMASK + 4].y) << 16, 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16, CRECT);
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hud_rotatesprite(tilesiz[SCUBAMASK + 4].x << 16, (200 - tilesiz[SCUBAMASK + 4].y) << 16, 65536, 1024, SCUBAMASK + 4, 0, p, 2 + 4 + 16, CRECT);
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hud_rotatesprite(35 << 16, (-1) << 16, 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16, CRECT);
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hud_rotatesprite(285 << 16, 200 << 16, 65536, 1024, SCUBAMASK + 3, 0, p, 2 + 16, CRECT);
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}
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else
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{
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hud_rotatesprite((320 - (tilesiz[SCUBAMASK].x >> 1) - 15) << 16, (200 - (tilesiz[SCUBAMASK].y >> 1) + (sintable[(int)totalclock & 2047] >> 10)) << 16, 49152, 0, SCUBAMASK, 0, p, 2 + 16, CRECT);
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hud_rotatesprite((320 - tilesiz[SCUBAMASK + 4].x) << 16, (200 - tilesiz[SCUBAMASK + 4].y) << 16, 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16, CRECT);
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hud_rotatesprite(tilesiz[SCUBAMASK + 4].x << 16, (200 - tilesiz[SCUBAMASK + 4].y) << 16, 65536, 1024, SCUBAMASK + 4, 0, p, 2 + 4 + 16, CRECT);
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hud_rotatesprite(35 << 16, (-1) << 16, 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16, CRECT);
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hud_rotatesprite(285 << 16, 200 << 16, 65536, 1024, SCUBAMASK + 3, 0, p, 2 + 16, CRECT);
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void ShowMotorcycle(int x, int y, short tilenum, signed char shade, char orientation, char p, short a)
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{
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hud_rotatesprite(x << 16, y << 16, 34816L, a, tilenum, shade, p, 2 | orientation, CRECT);
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}
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void ShowBoat(int x, int y, short tilenum, signed char shade, char orientation, char p, short a)
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{
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hud_rotatesprite(x << 16, y << 16, 66048L, a, tilenum, shade, p, 2 | orientation, CRECT);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void displayweapon(int snum)
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{
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int gun_pos, looking_arc, cw;
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int weapon_xoffset, i, j;
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char o,pal;
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signed char gs;
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auto p = &ps[snum];
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auto kb = &p->kickback_pic;
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o = 0;
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looking_arc = abs(p->look_ang)/9;
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if (shadedsector[p->cursectnum] == 1)
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gs = 16;
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else
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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 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0))
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return;
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gun_pos = 80-(p->weapon_pos*p->weapon_pos);
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weapon_xoffset = (160)-90;
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weapon_xoffset -= (sintable[((p->weapon_sway>>1)+512)&2047]/(1024+512));
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weapon_xoffset -= 58 + p->weapon_ang;
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if( sprite[p->i].xrepeat < 8 )
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gun_pos -= abs(sintable[(p->weapon_sway<<2)&2047]>>9);
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else gun_pos -= abs(sintable[(p->weapon_sway>>1)&2047]>>10);
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gun_pos -= (p->hard_landing<<3);
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if(p->last_weapon >= 0)
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cw = p->last_weapon;
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else cw = p->curr_weapon;
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j = 14-p->quick_kick;
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if(j != 14)
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{
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if(sprite[p->i].pal == 1)
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pal = 1;
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else
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pal = p->palookup;
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}
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if (p->OnMotorcycle)
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{
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int temp_kb;
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if (numplayers == 1)
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{
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if (*kb)
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{
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gs = 0;
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if (*kb == 1)
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{
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if ((krand()&1) == 1)
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temp_kb = MOTOHIT+1;
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else
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temp_kb = MOTOHIT+2;
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}
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else if (*kb == 4)
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{
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if ((krand()&1) == 1)
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temp_kb = MOTOHIT+3;
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else
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temp_kb = MOTOHIT+4;
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}
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else
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temp_kb = MOTOHIT;
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}
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else
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temp_kb = MOTOHIT;
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}
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else
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{
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if (*kb)
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{
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gs = 0;
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if (*kb == 1)
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temp_kb = MOTOHIT+1;
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else if (*kb == 2)
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temp_kb = MOTOHIT+2;
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else if (*kb == 3)
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temp_kb = MOTOHIT+3;
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else if (*kb == 4)
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temp_kb = MOTOHIT+4;
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else
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temp_kb = MOTOHIT;
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}
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else
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temp_kb = MOTOHIT;
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}
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if (sprite[p->i].pal == 1)
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pal = 1;
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else
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pal = sector[p->cursectnum].floorpal;
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if (p->TiltStatus >= 0)
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ShowMotorcycle(160-(p->look_ang>>1), 174, temp_kb, gs, 0, pal, p->TiltStatus*5);
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else if (p->TiltStatus < 0)
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ShowMotorcycle(160-(p->look_ang>>1), 174, temp_kb, gs, 0, pal, p->TiltStatus*5+2047);
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return;
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}
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if (p->OnBoat)
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{
|
||||
int temp2, temp_kb, temp3;
|
||||
temp2 = 0;
|
||||
if (p->TiltStatus > 0)
|
||||
{
|
||||
if (*kb == 0)
|
||||
temp_kb = BOATHIT+1;
|
||||
else if (*kb <= 3)
|
||||
{
|
||||
temp_kb = BOATHIT+5;
|
||||
temp2 = 1;
|
||||
}
|
||||
else if (*kb <= 6)
|
||||
{
|
||||
temp_kb = BOATHIT+6;
|
||||
temp2 = 1;
|
||||
}
|
||||
else
|
||||
temp_kb = BOATHIT+1;
|
||||
}
|
||||
else if (p->TiltStatus < 0)
|
||||
{
|
||||
if (*kb == 0)
|
||||
temp_kb = BOATHIT+2;
|
||||
else if (*kb <= 3)
|
||||
{
|
||||
temp_kb = BOATHIT+7;
|
||||
temp2 = 1;
|
||||
}
|
||||
else if (*kb <= 6)
|
||||
{
|
||||
temp_kb = BOATHIT+8;
|
||||
temp2 = 1;
|
||||
}
|
||||
else
|
||||
temp_kb = BOATHIT+2;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (*kb == 0)
|
||||
temp_kb = BOATHIT;
|
||||
else if (*kb <= 3)
|
||||
{
|
||||
temp_kb = BOATHIT+3;
|
||||
temp2 = 1;
|
||||
}
|
||||
else if (*kb <= 6)
|
||||
{
|
||||
temp_kb = BOATHIT+4;
|
||||
temp2 = 1;
|
||||
}
|
||||
else
|
||||
temp_kb = BOATHIT;
|
||||
}
|
||||
|
||||
if (sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (p->NotOnWater)
|
||||
temp3 = 170;
|
||||
else
|
||||
temp3 = 170 + (*kb>>2);
|
||||
|
||||
if (temp2)
|
||||
gs = -96;
|
||||
|
||||
if (p->TiltStatus >= 0)
|
||||
ShowBoat(160-(p->look_ang>>1), temp3, temp_kb, gs, 0, pal, p->TiltStatus);
|
||||
else if (p->TiltStatus < 0)
|
||||
ShowBoat(160-(p->look_ang>>1), temp3, temp_kb, gs, 0, pal, p->TiltStatus+2047);
|
||||
return;
|
||||
}
|
||||
|
||||
if( sprite[p->i].xrepeat < 8 )
|
||||
{
|
||||
static int fistsign;
|
||||
if(p->jetpack_on == 0 )
|
||||
{
|
||||
i = sprite[p->i].xvel;
|
||||
looking_arc += 32-(i>>1);
|
||||
fistsign += i>>1;
|
||||
}
|
||||
cw = weapon_xoffset;
|
||||
weapon_xoffset += sintable[(fistsign)&2047]>>10;
|
||||
hud_draw(weapon_xoffset+250-(p->look_ang>>1),
|
||||
looking_arc+258-(abs(sintable[(fistsign)&2047]>>8)),
|
||||
FIST,gs,o);
|
||||
weapon_xoffset = cw;
|
||||
weapon_xoffset -= sintable[(fistsign)&2047]>>10;
|
||||
hud_draw(weapon_xoffset+40-(p->look_ang>>1),
|
||||
looking_arc+200+(abs(sintable[(fistsign)&2047]>>8)),
|
||||
FIST,gs,o|4);
|
||||
}
|
||||
else switch(cw)
|
||||
{
|
||||
case KNEE_WEAPON:
|
||||
case SLINGBLADE_WEAPON:
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
if (cw == KNEE_WEAPON)
|
||||
{
|
||||
static const short kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 };
|
||||
static const short kb_ox[] = { 310,342,364,418,350,316,282,288,0,0 };
|
||||
static const short kb_oy[] = { 300,362,320,268,248,248,277,420,0,0 };
|
||||
short x;
|
||||
short y;
|
||||
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]]>>1) - 12);
|
||||
y = 200 - (244-kb_oy[kb_frames[*kb]]);
|
||||
hud_drawpal(x-(p->look_ang>>1),looking_arc+y-gun_pos,
|
||||
KNEE+kb_frames[*kb],gs,0,pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
static const short kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 };
|
||||
static const short kb_ox[] = { 580,676,310,491,356,210,310,614 };
|
||||
static const short kb_oy[] = { 369,363,300,323,371,400,300,440 };
|
||||
short x, y;
|
||||
x = weapon_xoffset + ((kb_ox[kb_frames[*kb]]>>1) - 12);
|
||||
y = 210 - (244-kb_oy[kb_frames[*kb]]);
|
||||
hud_drawpal(x-(p->look_ang>>1)+20,looking_arc+y-gun_pos-80,
|
||||
SLINGBLADE+kb_frames[*kb],gs,0,pal);
|
||||
}
|
||||
break;
|
||||
|
||||
case POWDERKEG_WEAPON:
|
||||
case BOWLING_WEAPON:
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
weapon_xoffset += 8;
|
||||
gun_pos -= 10;
|
||||
|
||||
if (cw == BOWLING_WEAPON)
|
||||
{
|
||||
if (p->ammo_amount[BOWLING_WEAPON])
|
||||
{
|
||||
hud_drawpal(weapon_xoffset+162-(p->look_ang>>1),
|
||||
looking_arc+214-gun_pos+(*kb<<3),BOWLINGBALLH,gs,o,pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal(weapon_xoffset+162-(p->look_ang>>1),
|
||||
looking_arc+214-gun_pos,HANDTHROW+5,gs,o,pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (p->ammo_amount[POWDERKEG_WEAPON])
|
||||
{
|
||||
rdmyospal(weapon_xoffset+180-(p->look_ang>>1),
|
||||
looking_arc+214-gun_pos+(*kb<<3),POWDERH,gs,o,pal);
|
||||
rdmyospal(weapon_xoffset+90-(p->look_ang>>1),
|
||||
looking_arc+214-gun_pos+(*kb<<3),POWDERH,gs,o|4,pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal(weapon_xoffset+162-(p->look_ang>>1),
|
||||
looking_arc+214-gun_pos,HANDTHROW+5,gs,o,pal);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case CROSSBOW_WEAPON:
|
||||
case CHICKEN_WEAPON:
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (cw == CROSSBOW_WEAPON)
|
||||
{
|
||||
if (*kb)
|
||||
{
|
||||
static const char 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)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - (p->look_ang >> 1),
|
||||
looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], gs, o, pal);
|
||||
}
|
||||
else if (kb_frames[*kb] == 3)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - (p->look_ang >> 1),
|
||||
looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], gs, o, pal);
|
||||
}
|
||||
else if (kb_frames[*kb] == 1)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - (p->look_ang >> 1),
|
||||
looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], 0, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - (p->look_ang >> 1),
|
||||
looking_arc + 255 - gun_pos, RPGGUN + kb_frames[*kb], gs, o, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - (p->look_ang >> 1),
|
||||
looking_arc + 255 - gun_pos, RPGGUN, gs, o, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (*kb)
|
||||
{
|
||||
char 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)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - (p->look_ang >> 1),
|
||||
looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], gs, o, pal);
|
||||
}
|
||||
else if (kb_frames[*kb] == 3)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - (p->look_ang >> 1),
|
||||
looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], gs, o, pal);
|
||||
}
|
||||
else if (kb_frames[*kb] == 1)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 200) - (p->look_ang >> 1),
|
||||
looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], 0, o, pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - (p->look_ang >> 1),
|
||||
looking_arc + 255 - gun_pos, RPGGUN2 + kb_frames[*kb], gs, o, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ud.multimode < 2)
|
||||
{
|
||||
if (chickenphase)
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - (p->look_ang >> 1),
|
||||
looking_arc + 222 - gun_pos, RPGGUN2 + 7, gs, o, pal);
|
||||
}
|
||||
else if ((krand() & 15) == 5)
|
||||
{
|
||||
spritesound(327, p->i);
|
||||
rdmyospal((weapon_xoffset + 210) - (p->look_ang >> 1),
|
||||
looking_arc + 222 - gun_pos, RPGGUN2 + 7, gs, o, pal);
|
||||
chickenphase = 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - (p->look_ang >> 1),
|
||||
looking_arc + 225 - gun_pos, RPGGUN2, gs, o, pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
rdmyospal((weapon_xoffset + 210) - (p->look_ang >> 1),
|
||||
looking_arc + 225 - gun_pos, RPGGUN2, gs, o, pal);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case SHOTGUN_WEAPON:
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
weapon_xoffset -= 8;
|
||||
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
{
|
||||
short x;
|
||||
short y;
|
||||
static const short kb_frames3[] = { 0,0,1,1,2,2,5,5,6,6,7,7,8,8,0,0,0,0,0,0,0 };
|
||||
static const short kb_frames2[] = { 0,0,3,3,4,4,5,5,6,6,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 };
|
||||
static const short kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,5,5,6,6,6,6,7,7,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 };
|
||||
static const short kb_ox[] = { 300,300,300,300,300,330,320,310,305,306,302 };
|
||||
static const short kb_oy[] = { 315,300,302,305,302,302,303,306,302,404,384 };
|
||||
short tm;
|
||||
tm = 180;
|
||||
if (p->shotgun_state[1])
|
||||
{
|
||||
if ((*kb) < 26)
|
||||
{
|
||||
if (kb_frames[*kb] == 3 || kb_frames[*kb] == 4)
|
||||
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->look_ang>>1),
|
||||
y+looking_arc-gun_pos,SHOTGUN+kb_frames[*kb],gs,0,pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (kb_frames[*kb] > 0)
|
||||
{
|
||||
x = weapon_xoffset+((kb_ox[kb_frames[(*kb)-11]]>>1)-12);
|
||||
y = tm-(244-kb_oy[kb_frames[(*kb)-11]]);
|
||||
}
|
||||
else
|
||||
{
|
||||
x = weapon_xoffset+((kb_ox[kb_frames[*kb]]>>1)-12);
|
||||
y = tm-(244-kb_oy[kb_frames[*kb]]);
|
||||
}
|
||||
switch (*kb)
|
||||
{
|
||||
case 23:
|
||||
y += 60;
|
||||
break;
|
||||
case 24:
|
||||
y += 30;
|
||||
break;
|
||||
}
|
||||
hud_drawpal(x+64-(p->look_ang>>1),y+looking_arc-gun_pos,SHOTGUN+kb_frames[*kb],gs,0,pal);
|
||||
if(kb_frames[*kb] == 21)
|
||||
hud_drawpal(x+96-(p->look_ang>>1),y+looking_arc-gun_pos,SHOTGUNSHELLS,gs,0,pal);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((*kb) < 16)
|
||||
{
|
||||
if (p->shotgun_state[0])
|
||||
{
|
||||
if (kb_frames2[*kb] == 3 || kb_frames2[*kb] == 4)
|
||||
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->look_ang>>1),
|
||||
y+looking_arc-gun_pos,SHOTGUN+kb_frames2[*kb],gs,0,pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (kb_frames3[*kb] == 1 || kb_frames3[*kb] == 2)
|
||||
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->look_ang>>1),
|
||||
y+looking_arc-gun_pos,SHOTGUN+kb_frames3[*kb],gs,0,pal);
|
||||
}
|
||||
}
|
||||
else if (p->shotgun_state[0])
|
||||
{
|
||||
if (kb_frames2[*kb] > 0)
|
||||
{
|
||||
x = weapon_xoffset+((kb_ox[kb_frames2[(*kb)-11]]>>1)-12);
|
||||
y = tm-(244-kb_oy[kb_frames2[(*kb)-11]]);
|
||||
}
|
||||
else
|
||||
{
|
||||
x = weapon_xoffset+((kb_ox[kb_frames2[*kb]]>>1)-12);
|
||||
y = tm-(244-kb_oy[kb_frames2[*kb]]);
|
||||
}
|
||||
switch (*kb)
|
||||
{
|
||||
case 23:
|
||||
y += 60;
|
||||
break;
|
||||
case 24:
|
||||
y += 30;
|
||||
break;
|
||||
}
|
||||
hud_drawpal(x+64-(p->look_ang>>1),y+looking_arc-gun_pos,SHOTGUN+kb_frames2[*kb],gs,0,pal);
|
||||
if(kb_frames2[*kb] == 21)
|
||||
hud_drawpal(x+96-(p->look_ang>>1),y+looking_arc-gun_pos,SHOTGUNSHELLS,gs,0,pal);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
|
||||
case CHAINGUN_WEAPON:
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if(*kb > 0)
|
||||
gun_pos -= sintable[(*kb)<<7]>>12;
|
||||
|
||||
if(*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1-(rand()&3);
|
||||
|
||||
switch(*kb)
|
||||
{
|
||||
case 0:
|
||||
hud_drawpal(weapon_xoffset+178-(p->look_ang>>1)+30,looking_arc+233-gun_pos+5,
|
||||
CHAINGUN,gs,o,pal);
|
||||
break;
|
||||
default:
|
||||
gs = 0;
|
||||
if(*kb < 8)
|
||||
{
|
||||
i = rand()&7;
|
||||
hud_drawpal(weapon_xoffset+178-(p->look_ang>>1)+30,looking_arc+233-gun_pos+5,
|
||||
CHAINGUN+1,gs,o,pal);
|
||||
}
|
||||
else hud_drawpal(weapon_xoffset+178-(p->look_ang>>1)+30,looking_arc+233-gun_pos+5,
|
||||
CHAINGUN+2,gs,o,pal);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case PISTOL_WEAPON:
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if( (*kb) < 22)
|
||||
{
|
||||
static const uint8_t kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,6,6,6,6,5,5,4,4,3,3,0,0 };
|
||||
static const short kb_ox[] = { 194,190,185,208,215,215,216,216,201,170 };
|
||||
static const short kb_oy[] = { 256,249,248,238,228,218,208,256,245,258 };
|
||||
short x;
|
||||
short y;
|
||||
|
||||
x = weapon_xoffset+(kb_ox[kb_frames[*kb]]-12);
|
||||
y = 244-(244-kb_oy[kb_frames[*kb]]);
|
||||
|
||||
if (kb_frames[*kb])
|
||||
gs = 0;
|
||||
|
||||
rdmyospal(x-(p->look_ang>>1),
|
||||
y+looking_arc-gun_pos,FIRSTGUN+kb_frames[*kb],gs,0,pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
static const short kb_frames[] = { 0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0 };
|
||||
static const short kb_ox[] = { 244,244,244 };
|
||||
static const short kb_oy[] = { 256,249,248 };
|
||||
short x;
|
||||
short dx;
|
||||
short y;
|
||||
short dy;
|
||||
|
||||
x = weapon_xoffset+(kb_ox[kb_frames[(*kb)-22]]-12);
|
||||
y = 244-(244-kb_oy[kb_frames[(*kb)-22]]);
|
||||
switch (*kb)
|
||||
{
|
||||
case 28:
|
||||
dy = 10;
|
||||
dx = 5;
|
||||
break;
|
||||
case 29:
|
||||
dy = 20;
|
||||
dx = 10;
|
||||
break;
|
||||
case 30:
|
||||
dy = 30;
|
||||
dx = 15;
|
||||
break;
|
||||
case 31:
|
||||
dy = 40;
|
||||
dx = 20;
|
||||
break;
|
||||
case 32:
|
||||
dy = 50;
|
||||
dx = 25;
|
||||
break;
|
||||
case 33:
|
||||
dy = 40;
|
||||
dx = 20;
|
||||
break;
|
||||
case 34:
|
||||
dy = 30;
|
||||
dx = 15;
|
||||
break;
|
||||
case 35:
|
||||
dy = 20;
|
||||
dx = 10;
|
||||
break;
|
||||
case 36:
|
||||
dy = 10;
|
||||
dx = 5;
|
||||
break;
|
||||
default:
|
||||
dy = 0;
|
||||
dx = 0;
|
||||
break;
|
||||
}
|
||||
rdmyospal(x-(p->look_ang>>1)-dx,
|
||||
y+looking_arc-gun_pos+dy,FIRSTGUNRELOAD+kb_frames[(*kb)-22],gs,0,pal);
|
||||
}
|
||||
|
||||
break;
|
||||
case DYNAMITE_WEAPON:
|
||||
{
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
gun_pos -= 9*(*kb);
|
||||
|
||||
rdmyospal(weapon_xoffset+190-(p->look_ang>>1),looking_arc+260-gun_pos,HANDTHROW,gs,o,pal);
|
||||
}
|
||||
break;
|
||||
|
||||
case HANDREMOTE_WEAPON:
|
||||
{
|
||||
int dx;
|
||||
int x;
|
||||
int dy;
|
||||
dx = 25;
|
||||
x = 100;
|
||||
dy = 20;
|
||||
if((*kb) < 20)
|
||||
{
|
||||
signed char remote_frames[] = {1,1,1,1,1,2,2,2,2,3,3,3,4,4,4,5,5,5,5,5,6,6,6};
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (*kb)
|
||||
{
|
||||
if ((*kb) < 5)
|
||||
{
|
||||
rdmyospal(weapon_xoffset+x+190-(p->look_ang>>1)-dx,
|
||||
looking_arc+258-gun_pos-64+p->at57e-dy,RRTILE1752,0,o,pal);
|
||||
}
|
||||
rdmyospal(weapon_xoffset+x+190-(p->look_ang>>1),
|
||||
looking_arc+258-gun_pos-dy,HANDTHROW+remote_frames[*kb],gs,o,pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((*kb) < 5)
|
||||
{
|
||||
rdmyospal(weapon_xoffset+x+190-(p->look_ang>>1)-dx,
|
||||
looking_arc+258-gun_pos-64+p->at57e-dy,RRTILE1752,0,o,pal);
|
||||
}
|
||||
rdmyospal(weapon_xoffset+x+190-(p->look_ang>>1),
|
||||
looking_arc+258-gun_pos-dy,HANDTHROW+1,gs,o,pal);
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case TIT_WEAPON:
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
if (*kb)
|
||||
{
|
||||
gs = 0;
|
||||
rd3myospal(150+(weapon_xoffset>>1)-(p->look_ang>>1),266+(looking_arc>>1)-gun_pos,DEVISTATOR,gs,o,pal);
|
||||
}
|
||||
else
|
||||
rd3myospal(150+(weapon_xoffset>>1)-(p->look_ang>>1),266+(looking_arc>>1)-gun_pos,DEVISTATOR+1,gs,o,pal);
|
||||
break;
|
||||
|
||||
case MOTORCYCLE_WEAPON:
|
||||
case BOAT_WEAPON:
|
||||
break;
|
||||
|
||||
case ALIENBLASTER_WEAPON:
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
||||
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->look_ang>>1),looking_arc+215-gun_pos,FREEZE+cat_frames[*kb],-32,o,pal);
|
||||
}
|
||||
else rdmyospal(weapon_xoffset+260-(p->look_ang>>1),looking_arc+215-gun_pos,FREEZE,gs,o,pal);
|
||||
|
||||
break;
|
||||
|
||||
case THROWSAW_WEAPON:
|
||||
case BUZZSAW_WEAPON:
|
||||
weapon_xoffset += 28;
|
||||
looking_arc += 18;
|
||||
if(sprite[p->i].pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
if((*kb) == 0)
|
||||
{
|
||||
rd2myospal(weapon_xoffset+188-(p->look_ang>>1),
|
||||
looking_arc+240-gun_pos,SHRINKER,gs,o,pal);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(sprite[p->i].pal != 1)
|
||||
{
|
||||
weapon_xoffset += rand()&3;
|
||||
gun_pos += (rand()&3);
|
||||
}
|
||||
|
||||
if(cw == BUZZSAW_WEAPON)
|
||||
{
|
||||
rd2myospal(weapon_xoffset+184-(p->look_ang>>1),
|
||||
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->look_ang>>1),
|
||||
looking_arc+240-gun_pos,SHRINKER+frm,gs,o,0);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
END_DUKE_NS
|
|
@ -190,6 +190,7 @@ typedef struct player_struct {
|
|||
void addhorizoff(int v) { q16horiz += (v << FRACBITS); }
|
||||
void sethoriz(int v) { q16horiz = (v << FRACBITS); }
|
||||
int gethoriz() { return q16horiz >> FRACBITS; }
|
||||
int gethorizof() { return q16horizoff >> FRACBITS; }
|
||||
int gethorizsum() { return (q16horiz + q16horizoff) >> FRACBITS; }
|
||||
|
||||
int32_t truefz, truecz, player_par;
|
||||
|
@ -479,6 +480,17 @@ void playerAimDown(int snum, int sb_snum);
|
|||
|
||||
extern int lastvisinc;
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
inline void hud_rotatesprite(int sx, int sy, int z, int16_t a, int16_t picnum, int8_t dashade, uint8_t dapalnum, int dastat, int cx1, int cy1, int cx2, int cy2)
|
||||
{
|
||||
twod_rotatesprite(&twodpsp, sx, sy, z, a, picnum, dashade, dapalnum, dastat, 0, 0, cx1, cy1, cx2, cy2);
|
||||
}
|
||||
|
||||
END_DUKE_NS
|
||||
|
||||
#endif
|
||||
|
|
|
@ -651,6 +651,7 @@ GameStats GameInterface::getStats()
|
|||
return { p->actors_killed, p->max_actors_killed, p->secret_rooms, p->max_secret_rooms, p->player_par / REALGAMETICSPERSEC, p->frag };
|
||||
}
|
||||
|
||||
void displayweapon(int snum);
|
||||
|
||||
void G_DisplayRest(int32_t smoothratio)
|
||||
{
|
||||
|
@ -742,7 +743,8 @@ void G_DisplayRest(int32_t smoothratio)
|
|||
else
|
||||
{
|
||||
PspTwoDSetter set;
|
||||
P_DisplayWeapon();
|
||||
fi.displayweapon(screenpeek);
|
||||
//P_DisplayWeapon();
|
||||
|
||||
if (pp->over_shoulder_on == 0)
|
||||
P_DisplayScuba();
|
||||
|
|
Loading…
Reference in a new issue