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https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 03:00:46 +00:00
Consolidate badly named HUD weapon globals ("g_looking_angSR1") into struct.
git-svn-id: https://svn.eduke32.com/eduke32@3408 1a8010ca-5511-0410-912e-c29ae57300e0
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7acd1ad743
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5 changed files with 42 additions and 48 deletions
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@ -59,14 +59,6 @@ extern int32_t g_iActorVarID;
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extern intptr_t *apScriptGameEvent[MAXGAMEEVENTS];
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extern int32_t otherp;
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extern int32_t g_currentweapon;
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extern int32_t g_gun_pos;
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extern int32_t g_looking_arc;
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extern int32_t g_currentweapon;
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extern int32_t g_weapon_xoffset;
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extern int32_t g_gs;
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extern int32_t g_kb;
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extern int32_t g_looking_angSR1;
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extern int32_t lastvisinc;
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extern char CheatStrings[][MAXCHEATLEN];
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extern char g_szScriptFileName[BMAX_PATH];
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@ -1313,13 +1313,13 @@ static void Gv_AddSystemVars(void)
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Gv_NewVar("myconnectindex", (intptr_t)&myconnectindex, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("screenpeek", (intptr_t)&screenpeek, GAMEVAR_READONLY | GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("currentweapon",(intptr_t)&g_currentweapon, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("gs",(intptr_t)&g_gs, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("looking_arc",(intptr_t)&g_looking_arc, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("gun_pos",(intptr_t)&g_gun_pos, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("weapon_xoffset",(intptr_t)&g_weapon_xoffset, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("weaponcount",(intptr_t)&g_kb, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("looking_angSR1",(intptr_t)&g_looking_angSR1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("currentweapon",(intptr_t)&hudweap.cur, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("gs",(intptr_t)&hudweap.shade, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("looking_arc",(intptr_t)&hudweap.lookhoriz, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("gun_pos",(intptr_t)&hudweap.gunposy, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("weapon_xoffset",(intptr_t)&hudweap.gunposx, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("weaponcount",(intptr_t)&hudweap.count, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("looking_angSR1",(intptr_t)&hudweap.lookhalfang, GAMEVAR_INTPTR | GAMEVAR_SYSTEM);
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Gv_NewVar("xdim",(intptr_t)&xdim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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Gv_NewVar("ydim",(intptr_t)&ydim, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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Gv_NewVar("windowx1",(intptr_t)&windowx1, GAMEVAR_INTPTR | GAMEVAR_SYSTEM | GAMEVAR_READONLY);
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@ -1489,13 +1489,13 @@ void Gv_RefreshPointers(void)
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aGameVars[Gv_GetVarIndex("myconnectindex")].val.lValue = (intptr_t)&myconnectindex;
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aGameVars[Gv_GetVarIndex("screenpeek")].val.lValue = (intptr_t)&screenpeek;
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aGameVars[Gv_GetVarIndex("currentweapon")].val.lValue = (intptr_t)&g_currentweapon;
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aGameVars[Gv_GetVarIndex("gs")].val.lValue = (intptr_t)&g_gs;
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aGameVars[Gv_GetVarIndex("looking_arc")].val.lValue = (intptr_t)&g_looking_arc;
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aGameVars[Gv_GetVarIndex("gun_pos")].val.lValue = (intptr_t)&g_gun_pos;
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aGameVars[Gv_GetVarIndex("weapon_xoffset")].val.lValue = (intptr_t)&g_weapon_xoffset;
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aGameVars[Gv_GetVarIndex("weaponcount")].val.lValue = (intptr_t)&g_kb;
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aGameVars[Gv_GetVarIndex("looking_angSR1")].val.lValue = (intptr_t)&g_looking_angSR1;
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aGameVars[Gv_GetVarIndex("currentweapon")].val.lValue = (intptr_t)&hudweap.cur;
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aGameVars[Gv_GetVarIndex("gs")].val.lValue = (intptr_t)&hudweap.shade;
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aGameVars[Gv_GetVarIndex("looking_arc")].val.lValue = (intptr_t)&hudweap.lookhoriz;
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aGameVars[Gv_GetVarIndex("gun_pos")].val.lValue = (intptr_t)&hudweap.gunposy;
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aGameVars[Gv_GetVarIndex("weapon_xoffset")].val.lValue = (intptr_t)&hudweap.gunposx;
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aGameVars[Gv_GetVarIndex("weaponcount")].val.lValue = (intptr_t)&hudweap.count;
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aGameVars[Gv_GetVarIndex("looking_angSR1")].val.lValue = (intptr_t)&hudweap.lookhalfang;
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aGameVars[Gv_GetVarIndex("xdim")].val.lValue = (intptr_t)&xdim;
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aGameVars[Gv_GetVarIndex("ydim")].val.lValue = (intptr_t)&ydim;
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aGameVars[Gv_GetVarIndex("windowx1")].val.lValue = (intptr_t)&windowx1;
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@ -316,6 +316,13 @@ typedef struct {
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uint32_t revision;
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} playerdata_t;
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typedef struct {
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int32_t cur, count;
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int32_t gunposx, lookhalfang;
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int32_t gunposy, lookhoriz;
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int32_t shade;
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} hudweapon_t;
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typedef struct {
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int32_t workslike, cstat; // 8b
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int32_t hitradius, range, flashcolor; // 12b
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@ -28,14 +28,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "enet/enet.h"
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int32_t lastvisinc;
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int32_t g_currentweapon;
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int32_t g_gun_pos;
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int32_t g_looking_arc;
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int32_t g_weapon_offset;
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int32_t g_gs;
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int32_t g_kb;
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int32_t g_looking_angSR1;
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int32_t g_weapon_xoffset;
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hudweapon_t hudweap;
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static int32_t g_snum;
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extern int32_t g_levelTextTime, ticrandomseed;
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@ -1775,7 +1769,7 @@ static void G_DrawTileScaled(int32_t x, int32_t y, int32_t tilenum, int32_t shad
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int32_t wy[2] = { windowy1, windowy2 };
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int32_t yofs = 0;
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switch (g_currentweapon)
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switch (hudweap.cur)
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{
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case DEVISTATOR_WEAPON:
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case TRIPBOMB_WEAPON:
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@ -1862,7 +1856,7 @@ static void G_DrawWeaponTile(int32_t x, int32_t y, int32_t tilenum, int32_t shad
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const DukePlayer_t *const ps = g_player[screenpeek].ps;
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const int32_t sc = scale(65536,ud.statusbarscale,100);
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switch (g_currentweapon)
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switch (hudweap.cur)
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{
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case PISTOL_WEAPON:
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case CHAINGUN_WEAPON:
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@ -1876,7 +1870,7 @@ static void G_DrawWeaponTile(int32_t x, int32_t y, int32_t tilenum, int32_t shad
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case HANDBOMB_WEAPON:
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case SHOTGUN_WEAPON:
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rotatesprite_win(160<<16,(180+(ps->weapon_pos*ps->weapon_pos))<<16,
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sc,0,g_currentweapon==GROW_WEAPON?GROWSPRITEICON:WeaponPickupSprites[g_currentweapon],
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sc,0,hudweap.cur==GROW_WEAPON?GROWSPRITEICON:WeaponPickupSprites[hudweap.cur],
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0,0,2);
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return;
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default:
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@ -2152,13 +2146,13 @@ void P_DisplayWeapon(int32_t snum)
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else
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cw = PWEAPON(snum, p->curr_weapon, WorksLike);
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g_gun_pos=gun_pos;
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g_looking_arc=looking_arc;
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g_currentweapon=cw;
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g_weapon_xoffset=weapon_xoffset;
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g_gs=gs;
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g_kb=*kb;
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g_looking_angSR1=p->look_ang>>1;
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hudweap.gunposy=gun_pos;
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hudweap.lookhoriz=looking_arc;
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hudweap.cur=cw;
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hudweap.gunposx=weapon_xoffset;
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hudweap.shade=gs;
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hudweap.count=*kb;
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hudweap.lookhalfang=p->look_ang>>1;
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if (VM_OnEvent(EVENT_DISPLAYWEAPON, p->i, screenpeek, -1, 0) == 0)
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{
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@ -304,6 +304,14 @@ extern intptr_t *aplWeaponSelectSound[MAX_WEAPONS]; // Sound for wea
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extern intptr_t *aplWeaponFlashColor[MAX_WEAPONS]; // Color for polymer muzzle flash
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#endif
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// KEEPINSYNC lunatic/defs.ilua
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typedef struct {
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int32_t cur, count; // "cur" is the only member that is *used*
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int32_t gunposx, lookhalfang; // weapon_xoffset, ps->look_ang>>1
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int32_t gunposy, lookhoriz; // gun_pos, looking_arc
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int32_t shade;
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} hudweapon_t;
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#pragma pack(push,1)
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extern input_t inputfifo[MOVEFIFOSIZ][MAXPLAYERS];
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extern playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
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@ -312,18 +320,11 @@ extern playerdata_t g_player[MAXPLAYERS];
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//extern char dashow2dsector[(MAXSECTORS+7)>>3];
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//extern int16_t searchsect[MAXSECTORS],searchparent[MAXSECTORS];
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extern int16_t WeaponPickupSprites[MAX_WEAPONS];
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extern int32_t g_currentweapon;
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extern int32_t g_gs;
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extern int32_t g_gun_pos;
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extern int32_t g_kb;
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extern hudweapon_t hudweap;
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extern int32_t g_levelTextTime;
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extern int32_t g_looking_angSR1;
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extern int32_t g_looking_arc;
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extern int32_t g_myAimMode;
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extern int32_t g_numObituaries;
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extern int32_t g_numSelfObituaries;
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extern int32_t g_weapon_offset;
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extern int32_t g_weapon_xoffset;
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extern int32_t g_emuJumpTics;
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extern int32_t lastvisinc;
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extern int32_t mouseyaxismode;
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