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- interpolate p->weapon_pos
for smooth switching of weapons.
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parent
85dcffc442
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3 changed files with 7 additions and 2 deletions
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@ -300,7 +300,9 @@ void displayweapon_d(int snum, double smoothratio)
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animateknee(gs,snum);
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gun_pos = 80-(p->weapon_pos*p->weapon_pos);
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int opos = p->oweapon_pos * p->oweapon_pos;
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int npos = p->weapon_pos * p->weapon_pos;
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gun_pos = 80 - (opos + fmulscale16(npos - opos, smoothratio));
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weapon_xoffset = (160)-90;
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weapon_xoffset -= calcSinTableValue(fmod((weapon_sway / 2.) + 512, 2048)) / (1024. + 512.);
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@ -253,6 +253,9 @@ void hud_input(int snum)
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if (p->aim_mode < i)
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p->return_to_center = 9;
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// Backup weapon_pos here as this is the earliest occurence where weapon_pos can change.
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p->oweapon_pos = p->weapon_pos;
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if (isRR())
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{
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if (PlayerInput(snum, SKB_QUICK_KICK) && p->last_pissed_time == 0)
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@ -146,7 +146,7 @@ struct player_struct
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short dead_flag, show_empty_weapon; // JBF 20031220: added orotscrnang
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short scuba_amount, jetpack_amount, steroids_amount, shield_amount;
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short holoduke_on, pycount, weapon_pos, frag_ps;
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short holoduke_on, pycount, weapon_pos, frag_ps, oweapon_pos;
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short transporter_hold, last_full_weapon, footprintshade, boot_amount;
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int scream_voice;
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