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- use GetActor() wrapper in hud weapon code.
This commit is contained in:
parent
f729f7d7a3
commit
b2497b346c
2 changed files with 57 additions and 62 deletions
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@ -35,6 +35,7 @@ source as it is released.
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#include "ns.h"
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#include "global.h"
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#include "names_d.h"
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#include "dukeactor.h"
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BEGIN_DUKE_NS
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@ -105,7 +106,7 @@ int animatefist(int gs, int snum, double look_anghalf)
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fistzoom = 40290;
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fistz = 194 + (calcSinTableValue(((6 + fisti) << 7) & 2047) / 512.);
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if (sprite[ps[snum].i].pal == 1)
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if (ps[snum].GetActor()->s.pal == 1)
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fistpal = 1;
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else
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fistpal = sector[ps[snum].cursectnum].floorpal;
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@ -130,13 +131,13 @@ int animateknee(int gs, int snum, double hard_landing, double look_anghalf, doub
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short pal;
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double looking_arc;
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if (ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
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if (ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || ps[snum].GetActor()->s.extra <= 0) return 0;
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looking_arc = knee_y[ps[snum].knee_incs] + (fabs(look_anghalf) / 4.5);
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looking_arc -= hard_landing * 8.;
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if (sprite[ps[snum].i].pal == 1)
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if (ps[snum].GetActor()->s.pal == 1)
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pal = 1;
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else
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{
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@ -162,13 +163,13 @@ int animateknuckles(int gs, int snum, double hard_landing, double look_anghalf,
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short pal;
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double looking_arc;
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if (isWW2GI() || ps[snum].over_shoulder_on != 0 || ps[snum].knuckle_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
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if (isWW2GI() || ps[snum].over_shoulder_on != 0 || ps[snum].knuckle_incs == 0 || ps[snum].GetActor()->s.extra <= 0) return 0;
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looking_arc = fabs(look_anghalf) / 4.5;
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looking_arc -= hard_landing * 8.;
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if (sprite[ps[snum].i].pal == 1)
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if (ps[snum].GetActor()->s.pal == 1)
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pal = 1;
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else
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pal = sector[ps[snum].cursectnum].floorpal;
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@ -189,7 +190,7 @@ void displaymasks_d(int snum, double)
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{
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int p;
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if (sprite[ps[snum].i].pal == 1)
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if (ps[snum].GetActor()->s.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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@ -218,16 +219,11 @@ static int animatetip(int gs, int snum, double hard_landing, double look_anghalf
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looking_arc = fabs(look_anghalf) / 4.5;
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looking_arc -= hard_landing * 8.;
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if (sprite[ps[snum].i].pal == 1)
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if (ps[snum].GetActor()->s.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].access_spritenum >= 0)
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p = sprite[ps[snum].access_spritenum].pal;
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else
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p = wall[ps[snum].access_wallnum].pal;
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*/
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hud_drawpal(170 + (getavel(snum) / 16.) - look_anghalf,
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(tip_y[ps[snum].tipincs] >> 1) + looking_arc + 240 - horiz16th, TIP + ((26 - ps[snum].tipincs) >> 4), gs, 0, p);
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@ -246,7 +242,7 @@ int animateaccess(int gs,int snum,double hard_landing,double look_anghalf,double
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double looking_arc;
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char p;
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if(ps[snum].access_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
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if(ps[snum].access_incs == 0 || ps[snum].GetActor()->s.extra <= 0) return 0;
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looking_arc = access_y[ps[snum].access_incs] + (fabs(look_anghalf) / 4.5);
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looking_arc -= hard_landing * 8.;
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@ -254,8 +250,6 @@ int animateaccess(int gs,int snum,double hard_landing,double look_anghalf,double
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if(ps[snum].access_spritenum >= 0)
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p = sprite[ps[snum].access_spritenum].pal;
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else p = 0;
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// else
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// p = wall[ps[snum].access_wallnum].pal;
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if((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3)
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hud_drawpal(170+(getavel(snum)/16.)-look_anghalf+(access_y[ps[snum].access_incs]>>2),looking_arc+266-horiz16th,HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p);
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@ -294,10 +288,10 @@ void displayweapon_d(int snum, double smoothratio)
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random_club_frame = p->orandom_club_frame + fmulscale16(p->random_club_frame - p->orandom_club_frame, smoothratio);
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hard_landing = p->ohard_landing + fmulscale16(p->hard_landing - p->ohard_landing, smoothratio);
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gs = sprite[p->i].shade;
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gs = p->GetActor()->s.shade;
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if(gs > 24) gs = 24;
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bool playerVars = p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0);
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bool playerVars = p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (p->GetActor()->s.pal != 1 && p->GetActor()->s.extra <= 0);
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bool playerAnims = animatefist(gs,snum,look_anghalf) || animateknuckles(gs,snum,hard_landing,look_anghalf,horiz16th) ||
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animatetip(gs,snum,hard_landing,look_anghalf,horiz16th) || animateaccess(gs,snum,hard_landing,look_anghalf,horiz16th);
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@ -313,7 +307,7 @@ void displayweapon_d(int snum, double smoothratio)
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weapon_xoffset = (160)-90;
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weapon_xoffset -= calcSinTableValue((weapon_sway / 2.) + 512) / (1024. + 512.);
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weapon_xoffset -= 58 + p->weapon_ang;
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if( sprite[p->i].xrepeat < 32 )
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if( p->GetActor()->s.xrepeat < 32 )
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gun_pos -= fabs(calcSinTableValue(weapon_sway * 4.) / 512.);
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else gun_pos -= fabs(calcSinTableValue(weapon_sway / 2.) / 1024.);
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@ -344,7 +338,7 @@ void displayweapon_d(int snum, double smoothratio)
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j = 14-p->quick_kick;
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if (j != 14 || p->last_quick_kick)
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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{
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@ -364,13 +358,13 @@ void displayweapon_d(int snum, double smoothratio)
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}
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}
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if (sprite[p->i].xrepeat < 40)
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if (p->GetActor()->s.xrepeat < 40)
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{
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static int fistsign;
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//shrunken..
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if (p->jetpack_on == 0)
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{
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i = sprite[p->i].xvel;
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i = p->GetActor()->s.xvel;
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looking_arc += 32 - (i >> 1);
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fistsign += i >> 1;
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}
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@ -398,7 +392,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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if (*kb > 0)
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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{
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@ -429,7 +423,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaytripbomb = [&]()
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -462,7 +456,7 @@ void displayweapon_d(int snum, double smoothratio)
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//pin = (isWorldTour() || (duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) ? 0 : RS_ALIGN_R;
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auto rpgpic = /*isWorldTour() ? RPGGUNWIDE :*/ RPGGUN;
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else pal = sector[p->cursectnum].floorpal;
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@ -510,7 +504,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayshotgun_ww = [&]()
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -521,7 +515,7 @@ void displayweapon_d(int snum, double smoothratio)
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gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
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}
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if (*kb > 0 && sprite[p->i].pal != 1)
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if (*kb > 0 && p->GetActor()->s.pal != 1)
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{
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weapon_xoffset += 1 - (rand() & 3);
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}
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@ -572,7 +566,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayshotgun = [&]()
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -657,7 +651,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaychaingun_ww = [&]()
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -665,7 +659,7 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb > 0)
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gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
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if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
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if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
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if (*kb == 0)
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{
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@ -770,7 +764,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaychaingun = [&]
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -778,7 +772,7 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb > 0)
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gun_pos -= calcSinTableValue(kickback_pic * 128.) / 4096.;
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if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
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if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
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hud_drawpal(weapon_xoffset + 168 - look_anghalf, looking_arc + 260 - gun_pos, CHAINGUN, gs, o, pal);
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switch(*kb)
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@ -790,9 +784,9 @@ void displayweapon_d(int snum, double smoothratio)
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if (*kb > 4 && *kb < 12)
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{
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i = 0;
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if (sprite[p->i].pal != 1) i = rand() & 7;
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if (p->GetActor()->s.pal != 1) i = rand() & 7;
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hud_drawpal(i + weapon_xoffset - 4 + 140 - look_anghalf,i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
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if (sprite[p->i].pal != 1) i = rand() & 7;
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if (p->GetActor()->s.pal != 1) i = rand() & 7;
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hud_drawpal(i + weapon_xoffset - 4 + 184 - look_anghalf,i + looking_arc - (kickback_pic / 2.) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
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}
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if (*kb < 8)
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@ -814,7 +808,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaypistol = [&]()
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -877,7 +871,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayhandbomb = [&]()
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -937,7 +931,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayhandremote = [&]()
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{
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signed char remote_frames[] = { 0,1,1,2,1,1,0,0,0,0,0 };
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -958,7 +952,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaydevastator_ww = [&]
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -1019,7 +1013,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displaydevastator = [&]
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -1059,7 +1053,7 @@ void displayweapon_d(int snum, double smoothratio)
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//pin = (isWW2GI() || isWorldTour() || (duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) ? 0 : RS_ALIGN_R;
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auto pic = /*isWorldTour() ? FREEZEWIDE :*/ FREEZE;
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -1068,7 +1062,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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char cat_frames[] = { 0,0,1,1,2,2 };
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if (sprite[p->i].pal != 1)
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if (p->GetActor()->s.pal != 1)
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{
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weapon_xoffset += rand() & 3;
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looking_arc += rand() & 3;
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@ -1090,7 +1084,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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weapon_xoffset += 28;
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looking_arc += 18;
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -1121,7 +1115,7 @@ void displayweapon_d(int snum, double smoothratio)
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else
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{
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// the 'active' display.
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if (sprite[p->i].pal != 1)
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if (p->GetActor()->s.pal != 1)
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{
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weapon_xoffset += rand() & 3;
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gun_pos += (rand() & 3);
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@ -1183,7 +1177,7 @@ void displayweapon_d(int snum, double smoothratio)
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{
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weapon_xoffset += 28;
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looking_arc += 18;
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -1196,7 +1190,7 @@ void displayweapon_d(int snum, double smoothratio)
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}
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else
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{
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if (sprite[p->i].pal != 1)
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if (p->GetActor()->s.pal != 1)
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{
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weapon_xoffset += rand() & 3;
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gun_pos += (rand() & 3);
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@ -1259,7 +1253,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto shrinker = /*isWorldTour() ? SHRINKERWIDE :*/ SHRINKER;
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weapon_xoffset += 28;
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looking_arc += 18;
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.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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@ -1288,7 +1282,7 @@ void displayweapon_d(int snum, double smoothratio)
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}
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else
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{
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if (sprite[p->i].pal != 1)
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if (p->GetActor()->s.pal != 1)
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{
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weapon_xoffset += rand() & 3;
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gun_pos += (rand() & 3);
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@ -1324,7 +1318,7 @@ void displayweapon_d(int snum, double smoothratio)
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auto displayflamethrower = [&]()
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{
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if (sprite[p->i].pal == 1)
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if (p->GetActor()->s.pal == 1)
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pal = 1;
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else
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{
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@ -1342,7 +1336,7 @@ void displayweapon_d(int snum, double smoothratio)
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else
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{
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static const uint8_t cat_frames[] = { 0, 0, 1, 1, 2, 2 };
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if (sprite[p->i].pal != 1)
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if (p->GetActor()->s.pal != 1)
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{
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weapon_xoffset += krand() & 1;
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looking_arc += krand() & 1;
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@ -29,6 +29,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "ns.h"
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#include "global.h"
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#include "names_r.h"
|
||||
#include "dukeactor.h"
|
||||
|
||||
BEGIN_DUKE_NS
|
||||
|
||||
|
@ -68,7 +69,7 @@ void displaymasks_r(int snum, double smoothratio)
|
|||
{
|
||||
short p;
|
||||
|
||||
if (sprite[ps[snum].i].pal == 1)
|
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if (ps[snum].GetActor()->s.pal == 1)
|
||||
p = 1;
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||||
else
|
||||
p = sector[ps[snum].cursectnum].floorpal;
|
||||
|
@ -132,10 +133,10 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
if (shadedsector[p->cursectnum] == 1)
|
||||
gs = 16;
|
||||
else
|
||||
gs = sprite[p->i].shade;
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||||
gs = p->GetActor()->s.shade;
|
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if(gs > 24) gs = 24;
|
||||
|
||||
if(p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0))
|
||||
if(p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (p->GetActor()->s.pal != 1 && p->GetActor()->s.extra <= 0))
|
||||
return;
|
||||
|
||||
int opos = p->oweapon_pos * p->oweapon_pos;
|
||||
|
@ -145,7 +146,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
weapon_xoffset = (160)-90;
|
||||
weapon_xoffset -= calcSinTableValue((weapon_sway / 2.) + 512) / (1024. + 512.);
|
||||
weapon_xoffset -= 58 + p->weapon_ang;
|
||||
if( sprite[p->i].xrepeat < 8 )
|
||||
if( p->GetActor()->s.xrepeat < 8 )
|
||||
gun_pos -= fabs(calcSinTableValue(weapon_sway * 4.) / 512.);
|
||||
else gun_pos -= fabs(calcSinTableValue(weapon_sway / 2.) / 1024.);
|
||||
|
||||
|
@ -158,7 +159,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
j = 14-p->quick_kick;
|
||||
if(j != 14)
|
||||
{
|
||||
if(sprite[p->i].pal == 1)
|
||||
if(p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = p->palookup;
|
||||
|
@ -213,7 +214,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
else
|
||||
temp_kb = MOTOHIT;
|
||||
}
|
||||
if (sprite[p->i].pal == 1)
|
||||
if (p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
@ -280,7 +281,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
temp_kb = BOATHIT;
|
||||
}
|
||||
|
||||
if (sprite[p->i].pal == 1)
|
||||
if (p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
@ -300,12 +301,12 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
return;
|
||||
}
|
||||
|
||||
if( sprite[p->i].xrepeat < 8 )
|
||||
if( p->GetActor()->s.xrepeat < 8 )
|
||||
{
|
||||
static int fistsign;
|
||||
if(p->jetpack_on == 0 )
|
||||
{
|
||||
i = sprite[p->i].xvel;
|
||||
i = p->GetActor()->s.xvel;
|
||||
looking_arc += 32-(i>>1);
|
||||
fistsign += i>>1;
|
||||
}
|
||||
|
@ -324,7 +325,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
{
|
||||
int pin = 0;
|
||||
|
||||
if (sprite[p->i].pal == 1)
|
||||
if (p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
@ -480,7 +481,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
}
|
||||
else if ((krand() & 15) == 5)
|
||||
{
|
||||
S_PlayActorSound(327, p->i);
|
||||
S_PlayActorSound(327, p->GetActor());
|
||||
rdmyospal((weapon_xoffset + 210) - look_anghalf,
|
||||
looking_arc + 222 - gun_pos, RPGGUN2 + 7, gs, o | pin, pal);
|
||||
chickenphase = 6;
|
||||
|
@ -509,7 +510,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
{
|
||||
weapon_xoffset -= 8;
|
||||
|
||||
if (sprite[p->i].pal == 1)
|
||||
if (p->GetActor()->s.pal == 1)
|
||||
pal = 1;
|
||||
else
|
||||
pal = sector[p->cursectnum].floorpal;
|
||||
|
@ -624,7 +625,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
if (*kb > 0)
|
||||
gun_pos -= calcSinTableValue((*kb) << 7) / 4096.;
|
||||
|
||||
if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
|
||||
if (*kb > 0 && p->GetActor()->s.pal != 1) weapon_xoffset += 1 - (rand() & 3);
|
||||
|
||||
switch (*kb)
|
||||
{
|
||||
|
@ -837,7 +838,7 @@ void displayweapon_r(int snum, double smoothratio)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (sprite[p->i].pal != 1)
|
||||
if (p->GetActor()->s.pal != 1)
|
||||
{
|
||||
weapon_xoffset += rand() & 3;
|
||||
gun_pos += (rand() & 3);
|
||||
|
|
Loading…
Reference in a new issue