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