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- Duke (RR): Move displaychicken()
lambda to new weapon offsets.
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commit
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1 changed files with 12 additions and 14 deletions
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@ -424,23 +424,25 @@ void displayweapon_r(int snum, double interpfrac)
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auto displaychicken = [&]
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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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if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3)
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{
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rdmyospal((weapon_xoffset + 200) - look_anghalf,
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looking_arc + 250 - gun_pos, RTILE_RPGGUN2 + kb_frames[*kb], shade, o | pin, pal);
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rdmyospal(200 + offsets.X, 250 + offsets.Y, RTILE_RPGGUN2 + kb_frames[*kb], shade, o | pin, pal, angle);
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}
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else if (kb_frames[*kb] == 1)
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{
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rdmyospal((weapon_xoffset + 200) - look_anghalf,
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looking_arc + 250 - gun_pos, RTILE_RPGGUN2 + kb_frames[*kb], 0, o | pin, pal);
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rdmyospal(200 + offsets.X, 250 + offsets.Y, RTILE_RPGGUN2 + kb_frames[*kb], 0, o | pin, pal, angle);
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}
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else
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{
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rdmyospal((weapon_xoffset + 210) - look_anghalf,
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looking_arc + 255 - gun_pos, RTILE_RPGGUN2 + kb_frames[*kb], shade, o | pin, pal);
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rdmyospal(210 + offsets.X, 255 + offsets.Y, RTILE_RPGGUN2 + kb_frames[*kb], shade, o | pin, pal, angle);
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}
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}
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else
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@ -449,26 +451,22 @@ void displayweapon_r(int snum, double interpfrac)
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{
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if (chickenphase)
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{
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rdmyospal((weapon_xoffset + 210) - look_anghalf,
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looking_arc + 222 - gun_pos, RTILE_RPGGUN2 + 7, shade, o | pin, pal);
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rdmyospal(210 + offsets.X, 222 + offsets.Y, RTILE_RPGGUN2 + 7, shade, o | pin, pal, angle);
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}
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else if ((krand() & 15) == 5)
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{
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S_PlayActorSound(327, p->GetActor());
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rdmyospal((weapon_xoffset + 210) - look_anghalf,
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looking_arc + 222 - gun_pos, RTILE_RPGGUN2 + 7, shade, o | pin, pal);
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rdmyospal(210 + offsets.X, 222 + offsets.Y, RTILE_RPGGUN2 + 7, shade, o | pin, pal, angle);
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chickenphase = 6;
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}
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else
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{
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rdmyospal((weapon_xoffset + 210) - look_anghalf,
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looking_arc + 225 - gun_pos, RTILE_RPGGUN2, shade, o | pin, pal);
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rdmyospal(210 + offsets.X, 225 + offsets.Y, RTILE_RPGGUN2, shade, o | pin, pal, angle);
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}
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}
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else
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{
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rdmyospal((weapon_xoffset + 210) - look_anghalf,
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looking_arc + 225 - gun_pos, RTILE_RPGGUN2, shade, o | pin, pal);
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rdmyospal(210 + offsets.X, 225 + offsets.Y, RTILE_RPGGUN2, shade, o | pin, pal, angle);
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}
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}
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};
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