From 09f347353ad3adb1f7080efb93639b504018c0ae Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Mon, 10 Aug 2020 22:08:36 +1000 Subject: [PATCH] - fix `cl_weaponsway()` for Blood. Fixes #134. --- source/blood/src/hudsprites.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/source/blood/src/hudsprites.cpp b/source/blood/src/hudsprites.cpp index 0d4285d14..fad623326 100644 --- a/source/blood/src/hudsprites.cpp +++ b/source/blood/src/hudsprites.cpp @@ -106,8 +106,13 @@ void hudDraw(PLAYER *gView, int nSectnum, int defaultHoriz, double bobx, double DTA_FullscreenScale, 3, DTA_VirtualWidth, 320, DTA_VirtualHeight, 200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale, DTA_CenterOffsetRel, true, DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, TAG_DONE); } - double cX = (bobx / 256.) + 160; - double cY = (boby / 256.) + 220 + (zDelta / 128.); + double cX = 160; + double cY = 220 + (zDelta / 128.); + if (cl_weaponsway) + { + cX += bobx / 256.; + cY += boby / 256.; + } int nShade = sector[nSectnum].floorshade; int nPalette = 0; if (sector[gView->pSprite->sectnum].extra > 0) {