mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- Blood: Floatify QAV's x/y coordinates.
This commit is contained in:
parent
b127c37939
commit
f56cb7de48
4 changed files with 9 additions and 10 deletions
|
@ -7364,8 +7364,8 @@ void playerQavSceneDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5)
|
|||
// draw as weapon
|
||||
if (!(actor->spr.flags & kModernTypeFlag1))
|
||||
{
|
||||
pQAV->x = int(a3); pQAV->y = int(a4);
|
||||
pQAV->Draw(a3, a4, v4, flags, a2, a5, true, interpfrac);
|
||||
pQAV->x = a3; pQAV->y = a4;
|
||||
pQAV->Draw(v4, flags, a2, a5, true, interpfrac);
|
||||
|
||||
// draw fullscreen (currently 4:3 only)
|
||||
}
|
||||
|
|
|
@ -163,7 +163,7 @@ void DrawFrame(double x, double y, double z, double a, double alpha, int picnum,
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void QAV::Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const interpfrac)
|
||||
void QAV::Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const interpfrac)
|
||||
{
|
||||
assert(ticksPerFrame > 0);
|
||||
|
||||
|
|
|
@ -225,12 +225,11 @@ struct QAV
|
|||
int nFrames; // 8
|
||||
int ticksPerFrame; // C
|
||||
int duration; // 10
|
||||
int x; // 14
|
||||
int y; // 18
|
||||
double x; // 14
|
||||
double y; // 18
|
||||
uint16_t res_id;
|
||||
FRAMEINFO frames[1]; // 24
|
||||
void Draw(double x, double y, int ticks, int stat, int shade, int palnum, bool to3dview, double const interpfrac = 1.);
|
||||
void Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const interpfrac = 1.) { Draw(x, y, ticks, stat, shade, palnum, to3dview, interpfrac); }
|
||||
void Draw(int ticks, int stat, int shade, int palnum, bool to3dview, double const interpfrac = 1.);
|
||||
void Play(int, int, int, PLAYER*);
|
||||
void Precache(int palette = 0);
|
||||
};
|
||||
|
|
|
@ -322,8 +322,8 @@ void WeaponDraw(PLAYER* pPlayer, int shade, double xpos, double ypos, int palnum
|
|||
|
||||
qavProcessTimer(pPlayer, pQAV, &duration, &interpfrac, pPlayer->weaponState == -1, pPlayer->curWeapon == kWeapShotgun && pPlayer->weaponState == 7);
|
||||
|
||||
pQAV->x = int(xpos);
|
||||
pQAV->y = int(ypos);
|
||||
pQAV->x = xpos;
|
||||
pQAV->y = ypos;
|
||||
int flags = 2;
|
||||
int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
|
||||
if (nInv >= 120 * 8 || (nInv != 0 && (PlayClock & 32)))
|
||||
|
@ -331,7 +331,7 @@ void WeaponDraw(PLAYER* pPlayer, int shade, double xpos, double ypos, int palnum
|
|||
shade = -128;
|
||||
flags |= 1;
|
||||
}
|
||||
pQAV->Draw(xpos, ypos, duration, flags, shade, palnum, true, interpfrac);
|
||||
pQAV->Draw(duration, flags, shade, palnum, true, interpfrac);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
|
Loading…
Reference in a new issue