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- Duke (RR): Tidy up remaining uses of old weapon offset code.
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parent
7ec2c1a0fa
commit
c45b755773
1 changed files with 16 additions and 45 deletions
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@ -109,7 +109,7 @@ void displayweapon_r(int snum, double interpfrac)
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{
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int cw;
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int j;
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double weapon_sway, weapon_xoffset, gun_pos, looking_arc, look_anghalf, hard_landing, TiltStatus;
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double weapon_sway, weapon_xoffset, gun_pos, hard_landing, TiltStatus;
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int pal;
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int8_t shade;
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@ -133,10 +133,6 @@ void displayweapon_r(int snum, double interpfrac)
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TiltStatus = p->TiltStatus;
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}
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auto playerLook = interpolatedvalue(p->Angles.PrevViewAngles.Yaw, p->Angles.ViewAngles.Yaw, interpfrac);
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look_anghalf = playerLook.Normalized180().Degrees() * (128. / 45.);
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looking_arc = fabs(playerLook.Normalized180().Degrees() * (1024. / 1620.));
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hard_landing *= 8.;
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gun_pos -= fabs(p->GetActor()->spr.scale.X < 0.125 ? BobVal(weapon_sway * 4.) * 32 : BobVal(weapon_sway * 0.5) * 16);
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@ -224,7 +220,7 @@ void displayweapon_r(int snum, double interpfrac)
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temp_kb = RTILE_MOTOHIT;
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}
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ShowMotorcycle(160-look_anghalf, 174, temp_kb, shade, 0, pal, TiltStatus*5);
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ShowMotorcycle(160 + offsets.X, 174, temp_kb, shade, 0, pal, TiltStatus*5);
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return;
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}
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if (p->OnBoat)
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@ -291,13 +287,16 @@ void displayweapon_r(int snum, double interpfrac)
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if (temp2)
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shade = -96;
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ShowBoat(160-look_anghalf, temp3, temp_kb, shade, 0, pal, TiltStatus);
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ShowBoat(160 + offsets.X, temp3, temp_kb, shade, 0, pal, TiltStatus);
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return;
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}
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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if (p->GetActor()->spr.scale.X < 0.125)
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{
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animateshrunken(p, weapon_xoffset, looking_arc, look_anghalf, RTILE_FIST, shade, o, interpfrac);
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animateshrunken(p, 0, offsets.Y + gun_pos, -offsets.X, RTILE_FIST, shade, o, interpfrac);
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}
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else
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{
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@ -316,9 +315,6 @@ void displayweapon_r(int snum, double interpfrac)
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static const uint16_t kb_ox[] = { 310,342,364,418,350,316,282,288,0,0 };
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static const uint16_t kb_oy[] = { 300,362,320,268,248,248,277,420,0,0 };
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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double x = ((kb_ox[kb_frames[*kb]] >> 1) - 12) + offsets.X;
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double y = 200 - (244 - kb_oy[kb_frames[*kb]]) + offsets.Y;
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hud_drawpal(x, y, RTILE_KNEE + kb_frames[*kb], shade, 0, pal, angle);
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@ -336,9 +332,6 @@ void displayweapon_r(int snum, double interpfrac)
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static const uint16_t kb_ox[] = { 580,676,310,491,356,210,310,614 };
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static const uint16_t kb_oy[] = { 369,363,300,323,371,400,300,440 };
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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double x = ((kb_ox[kb_frames[*kb]] >> 1) - 12) + 20 + offsets.X;
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double y = 210 - (244 - kb_oy[kb_frames[*kb]]) - 80 + offsets.Y;
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hud_drawpal(x, y, RTILE_SLINGBLADE + kb_frames[*kb], shade, 0, pal, angle);
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@ -352,8 +345,8 @@ void displayweapon_r(int snum, double interpfrac)
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auto displaybowlingball = [&]
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{
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offsets.X += weapon_xoffset + 8;
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offsets.Y -= gun_pos - 10;
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offsets.X += 8;
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offsets.Y += 10;
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if (p->ammo_amount[BOWLING_WEAPON])
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{
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@ -373,8 +366,8 @@ void displayweapon_r(int snum, double interpfrac)
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auto displaypowderkeg = [&]
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{
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offsets.X += weapon_xoffset + 8;
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offsets.Y -= gun_pos - 10;
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offsets.X += 8;
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offsets.Y += 10;
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if (p->ammo_amount[POWDERKEG_WEAPON])
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{
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@ -398,9 +391,6 @@ void displayweapon_r(int snum, double interpfrac)
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if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
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static const uint8_t kb_frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
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{
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rdmyospal(200 + offsets.X, 250 + offsets.Y, RTILE_RPGGUN + kb_frames[*kb], shade, o | pin, pal, angle);
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@ -425,9 +415,6 @@ void displayweapon_r(int snum, double interpfrac)
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{
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if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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if (*kb)
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{
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static const uint8_t kb_frames[] = { 0,1,1,2,2,3,2,3,2,3,2,2,2,2,2,2,2,2,2,4,4,4,4,5,5,5,5,6,6,6,6,6,6,7,7,7,7,7,7 };
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@ -479,8 +466,7 @@ void displayweapon_r(int snum, double interpfrac)
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auto displayshotgun = [&]
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{
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offsets.X += weapon_xoffset - 8;
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offsets.Y -= gun_pos;
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offsets.X -= 8;
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double x;
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double y;
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@ -585,9 +571,6 @@ void displayweapon_r(int snum, double interpfrac)
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auto displayrifle = [&]
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{
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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if (*kb > 0)
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offsets.Y += BobVal((*kb) << 7) * 4;
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@ -617,9 +600,6 @@ void displayweapon_r(int snum, double interpfrac)
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auto displaypistol = [&]
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{
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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double x, y;
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if ((*kb) < 22)
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@ -702,8 +682,7 @@ void displayweapon_r(int snum, double interpfrac)
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auto displaydynamite = [&]
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{
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos - 9 * (*kb);
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offsets.Y += 9 * (*kb);
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rdmyospal(190 + offsets.X, 260 + offsets.Y, RTILE_HANDTHROW, shade, o, pal, angle);
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};
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@ -716,9 +695,6 @@ void displayweapon_r(int snum, double interpfrac)
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auto displaythrowingdynamite = [&]
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{
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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int dx = 25;
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int dy = 20;
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@ -754,9 +730,7 @@ void displayweapon_r(int snum, double interpfrac)
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auto displaytits = [&]
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{
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offsets.X += weapon_xoffset * 0.5;
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offsets.Y *= 0.5;
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offsets.Y -= gun_pos;
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offsets.X -= weapon_xoffset * 0.5;
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if (*kb)
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{
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@ -777,9 +751,6 @@ void displayweapon_r(int snum, double interpfrac)
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{
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if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R;
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offsets.X += weapon_xoffset;
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offsets.Y -= gun_pos;
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if ((*kb))
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{
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static const uint8_t cat_frames[] = { 0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
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@ -796,8 +767,8 @@ void displayweapon_r(int snum, double interpfrac)
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auto displaysaw = [&]
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{
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offsets.X += weapon_xoffset + 28;
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offsets.Y -= gun_pos - 18;
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offsets.X += 28;
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offsets.Y += 18;
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if ((*kb) == 0)
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{
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