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- Duke: Fix fistsign
smoothness.
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parent
600776da2e
commit
b0f517736c
3 changed files with 6 additions and 12 deletions
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@ -300,18 +300,10 @@ void displayweapon_d(int snum, double smoothratio)
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if (p->GetActor()->spr.xrepeat < 40)
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{
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//shrunken..
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int fistsign = interpolatedvalue(p->ofistsign, p->fistsign, (int)smoothratio);
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if (p->jetpack_on == 0)
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{
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i = p->GetActor()->spr.xvel;
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looking_arc += 32 - (i >> 1);
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}
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double owo = weapon_xoffset;
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weapon_xoffset += bsinf(fistsign, -10);
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hud_draw(weapon_xoffset + 250 - look_anghalf, looking_arc + 258 - fabs(bsinf(fistsign, -8)), FIST, shade, o);
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weapon_xoffset = owo;
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weapon_xoffset -= bsinf(fistsign, -10);
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hud_draw(weapon_xoffset + 40 - look_anghalf, looking_arc + 200 + fabs(bsinf(fistsign, -8)), FIST, shade, o | 4);
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const double fistsign = bsinf(interpolatedvalue(p->ofistsign, p->fistsign, smoothratio), -10);
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if (p->jetpack_on == 0) looking_arc += 32 - (p->GetActor()->spr.xvel >> 1);
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hud_draw(weapon_xoffset + fistsign + 250 - look_anghalf, looking_arc + 258 - fabs(fistsign * 4), FIST, shade, o);
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hud_draw(weapon_xoffset - fistsign + 40 - look_anghalf, looking_arc + 200 + fabs(fistsign * 4), FIST, shade, o | 4);
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}
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else
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{
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@ -2824,6 +2824,7 @@ void processinput_d(int snum)
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if (p->GetActor()->spr.xrepeat < 40 && p->jetpack_on == 0)
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{
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p->ofistsign = p->fistsign;
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p->fistsign += p->GetActor()->spr.xvel;
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}
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@ -276,6 +276,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
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("actions", w.sync.actions)
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.Array("frags", w.frags, MAXPLAYERS)
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("uservars", w.uservars)
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("ofistsign", w.ofistsign)
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("fistsign", w.fistsign)
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.EndObject();
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