- Duke (RR): Tidy up remaining uses of old weapon offset code.

This commit is contained in:
Mitchell Richters 2022-12-11 11:01:18 +11:00 committed by Christoph Oelckers
parent 7ec2c1a0fa
commit c45b755773

View file

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