//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2017-2019 Nuke.YKT Copyright (C) 2020 - Christoph Oelckers This file is part of Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "names_r.h" #include "dukeactor.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- inline static void hud_drawpal(double x, double y, int tilenum, int shade, int orientation, int p, int scale = 32768) { hud_drawsprite(x, y, scale, 0, tilenum, shade, p, 2 | orientation); } inline static void rdmyospal(double x, double y, int tilenum, int shade, int orientation, int p) { hud_drawpal(x, y, tilenum, shade, orientation, p, 36700); } inline static void rd2myospal(double x, double y, int tilenum, int shade, int orientation, int p) { hud_drawpal(x, y, tilenum, shade, orientation, p, 44040); } inline static void rd3myospal(double x, double y, int tilenum, int shade, int orientation, int p) { hud_drawpal(x, y, tilenum, shade, orientation, p, 47040); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void displaymasks_r(int snum, int p, double smoothratio) { if (ps[snum].scuba_on) { //int pin = 0; // to get the proper clock value with regards to interpolation we have add a smoothratio based offset to the value. double interpclock = PlayClock + (TICSPERFRAME/65536.) * smoothratio; int pin = RS_STRETCH; hud_drawsprite((320 - (tileWidth(SCUBAMASK) >> 1) - 15), (200 - (tileHeight(SCUBAMASK) >> 1) + bsinf(interpclock, -10)), 49152, 0, SCUBAMASK, 0, p, 2 + 16 + pin); hud_drawsprite((320 - tileWidth(SCUBAMASK + 4)), (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 16 + pin); hud_drawsprite(tileWidth(SCUBAMASK + 4), (200 - tileHeight(SCUBAMASK + 4)), 65536, 0, SCUBAMASK + 4, 0, p, 2 + 4 + 16 + pin); hud_drawsprite(35, (-1), 65536, 0, SCUBAMASK + 3, 0, p, 2 + 16 + pin); hud_drawsprite(285, 200, 65536, 1024, SCUBAMASK + 3, 0, p, 2 + 16 + pin); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void ShowMotorcycle(double x, double y, int tilenum, int shade, int orientation, int p, double a) { hud_drawsprite(x, y, 34816, a, tilenum, shade, p, 2 | orientation); } void ShowBoat(double x, double y, int tilenum, int shade, int orientation, int p, double a) { hud_drawsprite(x, y, 66048, a, tilenum, shade, p, 2 | orientation); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void displayweapon_r(int snum, double smoothratio) { int cw; int i, j; double weapon_sway, weapon_xoffset, gun_pos, looking_arc, look_anghalf, hard_landing, TiltStatus; char o,pal; signed char shade; auto p = &ps[snum]; auto kb = &p->kickback_pic; o = 0; if (cl_hudinterpolation) { weapon_sway = interpolatedvaluef(p->oweapon_sway, p->weapon_sway, smoothratio); hard_landing = interpolatedvaluef(p->ohard_landing, p->hard_landing, smoothratio); gun_pos = 80 - interpolatedvaluef(p->oweapon_pos * p->oweapon_pos, p->weapon_pos * p->weapon_pos, smoothratio); TiltStatus = !SyncInput() ? p->TiltStatus : interpolatedvaluef(p->oTiltStatus, p->TiltStatus, smoothratio); } else { weapon_sway = p->weapon_sway; hard_landing = p->hard_landing; gun_pos = 80 - (p->weapon_pos * p->weapon_pos); TiltStatus = p->TiltStatus; } look_anghalf = p->angle.look_anghalf(smoothratio); looking_arc = p->angle.looking_arc(smoothratio); hard_landing *= 8.; gun_pos -= fabs(p->GetActor()->s->xrepeat < 8 ? bsinf(weapon_sway * 4., -9) : bsinf(weapon_sway * 0.5, -10)); gun_pos -= hard_landing; weapon_xoffset = (160)-90; weapon_xoffset -= bcosf(weapon_sway * 0.5) * (1. / 1536.); weapon_xoffset -= 58 + p->weapon_ang; if (shadedsector[p->cursectnum] == 1) shade = 16; else shade = p->GetActor()->s->shade; if(shade > 24) shade = 24; pal = p->GetActor()->s->pal == 1 ? 1 : pal = sector[p->cursectnum].floorpal; if(p->newOwner != nullptr || ud.cameraactor != nullptr || p->over_shoulder_on > 0 || (p->GetActor()->s->pal != 1 && p->GetActor()->s->extra <= 0)) return; if(p->last_weapon >= 0) cw = p->last_weapon; else cw = p->curr_weapon; j = 14-p->quick_kick; if(j != 14) { if(p->GetActor()->s->pal == 1) pal = 1; else pal = p->palookup; } if (p->OnMotorcycle) { int temp_kb; if (numplayers == 1) { if (*kb) { shade = 0; if (*kb == 1) { if ((krand()&1) == 1) temp_kb = MOTOHIT+1; else temp_kb = MOTOHIT+2; } else if (*kb == 4) { if ((krand()&1) == 1) temp_kb = MOTOHIT+3; else temp_kb = MOTOHIT+4; } else temp_kb = MOTOHIT; } else temp_kb = MOTOHIT; } else { if (*kb) { shade = 0; if (*kb == 1) temp_kb = MOTOHIT+1; else if (*kb == 2) temp_kb = MOTOHIT+2; else if (*kb == 3) temp_kb = MOTOHIT+3; else if (*kb == 4) temp_kb = MOTOHIT+4; else temp_kb = MOTOHIT; } else temp_kb = MOTOHIT; } ShowMotorcycle(160-look_anghalf, 174, temp_kb, shade, 0, pal, TiltStatus*5); return; } if (p->OnBoat) { int temp2, temp_kb, temp3; temp2 = 0; if (TiltStatus > 0) { if (*kb == 0) temp_kb = BOATHIT+1; else if (*kb <= 3) { temp_kb = BOATHIT+5; temp2 = 1; } else if (*kb <= 6) { temp_kb = BOATHIT+6; temp2 = 1; } else temp_kb = BOATHIT+1; } else if (TiltStatus < 0) { if (*kb == 0) temp_kb = BOATHIT+2; else if (*kb <= 3) { temp_kb = BOATHIT+7; temp2 = 1; } else if (*kb <= 6) { temp_kb = BOATHIT+8; temp2 = 1; } else temp_kb = BOATHIT+2; } else { if (*kb == 0) temp_kb = BOATHIT; else if (*kb <= 3) { temp_kb = BOATHIT+3; temp2 = 1; } else if (*kb <= 6) { temp_kb = BOATHIT+4; temp2 = 1; } else temp_kb = BOATHIT; } if (p->NotOnWater) temp3 = 170; else temp3 = 170 + (*kb>>2); if (temp2) shade = -96; ShowBoat(160-look_anghalf, temp3, temp_kb, shade, 0, pal, TiltStatus); return; } if (p->GetActor()->s->xrepeat < 8) { static int fistsign; if (p->jetpack_on == 0) { i = p->GetActor()->s->xvel; looking_arc += 32 - (i >> 1); fistsign += i >> 1; } cw = weapon_xoffset; weapon_xoffset += bsinf(fistsign, -10); hud_draw(weapon_xoffset + 250 - look_anghalf, looking_arc + 258 - abs(bsinf(fistsign, -8)), FIST, shade, o); weapon_xoffset = cw; weapon_xoffset -= bsinf(fistsign, -10); hud_draw(weapon_xoffset + 40 - look_anghalf, looking_arc + 200 + abs(bsinf(fistsign, -8)), FIST, shade, o | 4); } else { int pin = 0; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaycrowbar = [&] { static const short kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 }; static const short kb_ox[] = { 310,342,364,418,350,316,282,288,0,0 }; static const short kb_oy[] = { 300,362,320,268,248,248,277,420,0,0 }; double x; short y; x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12); y = 200 - (244 - kb_oy[kb_frames[*kb]]); hud_drawpal(x - look_anghalf, looking_arc + y - gun_pos, KNEE + kb_frames[*kb], shade, 0, pal); }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displayslingblade = [&] { static const short kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,6,6,7,7 }; static const short kb_ox[] = { 580,676,310,491,356,210,310,614 }; static const short kb_oy[] = { 369,363,300,323,371,400,300,440 }; double x; short y; x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12); y = 210 - (244 - kb_oy[kb_frames[*kb]]); hud_drawpal(x - look_anghalf + 20, looking_arc + y - gun_pos - 80, SLINGBLADE + kb_frames[*kb], shade, 0, pal); }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaybowlingball = [&] { weapon_xoffset += 8; gun_pos -= 10; if (p->ammo_amount[BOWLING_WEAPON]) { hud_drawpal(weapon_xoffset + 162 - look_anghalf, looking_arc + 214 - gun_pos + (*kb << 3), BOWLINGBALLH, shade, o, pal); } else { rdmyospal(weapon_xoffset + 162 - look_anghalf, looking_arc + 214 - gun_pos, HANDTHROW + 5, shade, o, pal); } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaypowderkeg = [&] { weapon_xoffset += 8; gun_pos -= 10; if (p->ammo_amount[POWDERKEG_WEAPON]) { rdmyospal(weapon_xoffset + 180 - look_anghalf, looking_arc + 214 - gun_pos + (*kb << 3), POWDERH, shade, o, pal); rdmyospal(weapon_xoffset + 90 - look_anghalf, looking_arc + 214 - gun_pos + (*kb << 3), POWDERH, shade, o | 4, pal); } else { rdmyospal(weapon_xoffset + 162 - look_anghalf, looking_arc + 214 - gun_pos, HANDTHROW + 5, shade, o, pal); } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaycrossbow = [&] { 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 }; if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3) { rdmyospal((weapon_xoffset + 200) - look_anghalf, looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], shade, o | pin, pal); } else if (kb_frames[*kb] == 1) { rdmyospal((weapon_xoffset + 200) - look_anghalf, looking_arc + 250 - gun_pos, RPGGUN + kb_frames[*kb], 0, o | pin, pal); } else { rdmyospal((weapon_xoffset + 210) - look_anghalf, looking_arc + 255 - gun_pos, RPGGUN + kb_frames[*kb], shade, o | pin, pal); } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaychicken = [&] { if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R; 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 }; if (kb_frames[*kb] == 2 || kb_frames[*kb] == 3) { rdmyospal((weapon_xoffset + 200) - look_anghalf, looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], shade, o | pin, pal); } else if (kb_frames[*kb] == 1) { rdmyospal((weapon_xoffset + 200) - look_anghalf, looking_arc + 250 - gun_pos, RPGGUN2 + kb_frames[*kb], 0, o | pin, pal); } else { rdmyospal((weapon_xoffset + 210) - look_anghalf, looking_arc + 255 - gun_pos, RPGGUN2 + kb_frames[*kb], shade, o | pin, pal); } } else { if (ud.multimode < 2) { if (chickenphase) { rdmyospal((weapon_xoffset + 210) - look_anghalf, looking_arc + 222 - gun_pos, RPGGUN2 + 7, shade, o | pin, pal); } else if ((krand() & 15) == 5) { S_PlayActorSound(327, p->GetActor()); rdmyospal((weapon_xoffset + 210) - look_anghalf, looking_arc + 222 - gun_pos, RPGGUN2 + 7, shade, o | pin, pal); chickenphase = 6; } else { rdmyospal((weapon_xoffset + 210) - look_anghalf, looking_arc + 225 - gun_pos, RPGGUN2, shade, o | pin, pal); } } else { rdmyospal((weapon_xoffset + 210) - look_anghalf, looking_arc + 225 - gun_pos, RPGGUN2, shade, o | pin, pal); } } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displayshotgun = [&] { weapon_xoffset -= 8; { double x; short y; static const short kb_frames3[] = { 0,0,1,1,2,2,5,5,6,6,7,7,8,8,0,0,0,0,0,0,0 }; static const short kb_frames2[] = { 0,0,3,3,4,4,5,5,6,6,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 }; static const short kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,5,5,5,5,6,6,6,6,7,7,7,7,8,8,0,0,20,20,21,21,21,21,20,20,20,20,0,0 }; static const short kb_ox[] = { 300,300,300,300,300,330,320,310,305,306,302 }; static const short kb_oy[] = { 315,300,302,305,302,302,303,306,302,404,384 }; short tm; tm = 180; if (p->shotgun_state[1]) { if ((*kb) < 26) { if (kb_frames[*kb] == 3 || kb_frames[*kb] == 4) shade = 0; x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12); y = tm - (244 - kb_oy[kb_frames[*kb]]); hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames[*kb], shade, 0, pal); } else { if (kb_frames[*kb] > 0) { x = weapon_xoffset + ((kb_ox[kb_frames[(*kb) - 11]] >> 1) - 12); y = tm - (244 - kb_oy[kb_frames[(*kb) - 11]]); } else { x = weapon_xoffset + ((kb_ox[kb_frames[*kb]] >> 1) - 12); y = tm - (244 - kb_oy[kb_frames[*kb]]); } switch (*kb) { case 23: y += 60; break; case 24: y += 30; break; } hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames[*kb], shade, 0, pal); if (kb_frames[*kb] == 21) hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, SHOTGUNSHELLS, shade, 0, pal); } } else { if ((*kb) < 16) { if (p->shotgun_state[0]) { if (kb_frames2[*kb] == 3 || kb_frames2[*kb] == 4) shade = 0; x = weapon_xoffset + ((kb_ox[kb_frames2[*kb]] >> 1) - 12); y = tm - (244 - kb_oy[kb_frames2[*kb]]); hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames2[*kb], shade, 0, pal); } else { if (kb_frames3[*kb] == 1 || kb_frames3[*kb] == 2) shade = 0; x = weapon_xoffset + ((kb_ox[kb_frames3[*kb]] >> 1) - 12); y = tm - (244 - kb_oy[kb_frames3[*kb]]); hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames3[*kb], shade, 0, pal); } } else if (p->shotgun_state[0]) { if (kb_frames2[*kb] > 0) { x = weapon_xoffset + ((kb_ox[kb_frames2[(*kb) - 11]] >> 1) - 12); y = tm - (244 - kb_oy[kb_frames2[(*kb) - 11]]); } else { x = weapon_xoffset + ((kb_ox[kb_frames2[*kb]] >> 1) - 12); y = tm - (244 - kb_oy[kb_frames2[*kb]]); } switch (*kb) { case 23: y += 60; break; case 24: y += 30; break; } hud_drawpal(x + 64 - look_anghalf, y + looking_arc - gun_pos, SHOTGUN + kb_frames2[*kb], shade, 0, pal); if (kb_frames2[*kb] == 21) hud_drawpal(x + 96 - look_anghalf, y + looking_arc - gun_pos, SHOTGUNSHELLS, shade, 0, pal); } } } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displayrifle = [&] { if (*kb > 0) gun_pos -= bsinf((*kb) << 7, -12); if (*kb > 0 && p->GetActor()->s->pal != 1) weapon_xoffset += 1 - (rand() & 3); switch (*kb) { case 0: hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5, CHAINGUN, shade, o, pal); break; default: shade = 0; if (*kb < 8) { i = rand() & 7; hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5, CHAINGUN + 1, shade, o, pal); } else hud_drawpal(weapon_xoffset + 178 - look_anghalf + 30, looking_arc + 233 - gun_pos + 5, CHAINGUN + 2, shade, o, pal); break; } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaypistol = [&] { if ((*kb) < 22) { static const uint8_t kb_frames[] = { 0,0,1,1,2,2,3,3,4,4,6,6,6,6,5,5,4,4,3,3,0,0 }; static const short kb_ox[] = { 194,190,185,208,215,215,216,216,201,170 }; static const short kb_oy[] = { 256,249,248,238,228,218,208,256,245,258 }; double x; short y; x = weapon_xoffset + (kb_ox[kb_frames[*kb]] - 12); y = 244 - (244 - kb_oy[kb_frames[*kb]]); if (kb_frames[*kb]) shade = 0; rdmyospal(x - look_anghalf, y + looking_arc - gun_pos, FIRSTGUN + kb_frames[*kb], shade, 0, pal); } else { static const short kb_frames[] = { 0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0 }; static const short kb_ox[] = { 244,244,244 }; static const short kb_oy[] = { 256,249,248 }; double x; short dx; short y; short dy; x = weapon_xoffset + (kb_ox[kb_frames[(*kb) - 22]] - 12); y = 244 - (244 - kb_oy[kb_frames[(*kb) - 22]]); switch (*kb) { case 28: dy = 10; dx = 5; break; case 29: dy = 20; dx = 10; break; case 30: dy = 30; dx = 15; break; case 31: dy = 40; dx = 20; break; case 32: dy = 50; dx = 25; break; case 33: dy = 40; dx = 20; break; case 34: dy = 30; dx = 15; break; case 35: dy = 20; dx = 10; break; case 36: dy = 10; dx = 5; break; default: dy = 0; dx = 0; break; } rdmyospal(x - look_anghalf - dx, y + looking_arc - gun_pos + dy, FIRSTGUNRELOAD + kb_frames[(*kb) - 22], shade, 0, pal); } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaydynamite = [&] { gun_pos -= 9 * (*kb); rdmyospal(weapon_xoffset + 190 - look_anghalf, looking_arc + 260 - gun_pos, HANDTHROW, shade, o, pal); }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaythrowingdynamite = [&] { int dx; int x; int dy; dx = 25; x = 100; dy = 20; if ((*kb) < 20) { if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R; static const int8_t remote_frames[] = { 1,1,1,1,1,2,2,2,2,3,3,3,4,4,4,5,5,5,5,5,6,6,6 }; if (*kb) { if ((*kb) < 5) { rdmyospal(weapon_xoffset + x + 190 - look_anghalf - dx, looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RRTILE1752, 0, o | pin, pal); } rdmyospal(weapon_xoffset + x + 190 - look_anghalf, looking_arc + 258 - gun_pos - dy, HANDTHROW + remote_frames[*kb], shade, o | pin, pal); } else { if ((*kb) < 5) { rdmyospal(weapon_xoffset + x + 190 - look_anghalf - dx, looking_arc + 258 - gun_pos - 64 + p->detonate_count - dy, RRTILE1752, 0, o | pin, pal); } rdmyospal(weapon_xoffset + x + 190 - look_anghalf, looking_arc + 258 - gun_pos - dy, HANDTHROW + 1, shade, o | pin, pal); } } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaytits = [&] { if (*kb) { shade = 0; rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR, shade, o, pal); } else rd3myospal(150 + (weapon_xoffset / 2.) - look_anghalf, 266 + (looking_arc / 2.) - gun_pos, DEVISTATOR + 1, shade, o, pal); }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displayblaster = [&] { if (!(gs.displayflags & DUKE3D_NO_WIDESCREEN_PINNING)) pin = RS_ALIGN_R; if ((*kb)) { char 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 }; rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, FREEZE + cat_frames[*kb], -32, o | pin, pal); } else rdmyospal(weapon_xoffset + 260 - look_anghalf, looking_arc + 215 - gun_pos, FREEZE, shade, o | pin, pal); }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- auto displaysaw = [&] { weapon_xoffset += 28; looking_arc += 18; if ((*kb) == 0) { rd2myospal(weapon_xoffset + 188 - look_anghalf, looking_arc + 240 - gun_pos, SHRINKER, shade, o, pal); } else { if (p->GetActor()->s->pal != 1) { weapon_xoffset += rand() & 3; gun_pos += (rand() & 3); } if (cw == BUZZSAW_WEAPON) { rd2myospal(weapon_xoffset + 184 - look_anghalf, looking_arc + 240 - gun_pos, GROWSPARK + ((*kb) & 2), shade, o, 0); } else { signed char kb_frames[] = { 1,1,1,1,1,2,2,2,2,2,3,3,3,3,3,0,0,0,0,0,0,0,0,0,0 }; short frm = kb_frames[*kb]; rd2myospal(weapon_xoffset + 184 - look_anghalf, looking_arc + 240 - gun_pos, SHRINKER + frm, shade, o, 0); } } }; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- switch (cw) { case KNEE_WEAPON: displaycrowbar(); break; case SLINGBLADE_WEAPON: displayslingblade(); break; case POWDERKEG_WEAPON: displaypowderkeg(); break; case BOWLING_WEAPON: displaybowlingball(); break; case CROSSBOW_WEAPON: displaycrossbow(); break; case CHICKEN_WEAPON: displaychicken(); break; case SHOTGUN_WEAPON: displayshotgun(); break; case RIFLEGUN_WEAPON: displayrifle(); break; case PISTOL_WEAPON: displaypistol(); break; case DYNAMITE_WEAPON: displaydynamite(); break; case THROWINGDYNAMITE_WEAPON: displaythrowingdynamite(); break; case TIT_WEAPON: displaytits(); break; case MOTORCYCLE_WEAPON: case BOAT_WEAPON: break; case ALIENBLASTER_WEAPON: displayblaster(); break; case THROWSAW_WEAPON: case BUZZSAW_WEAPON: displaysaw(); break; } } } END_DUKE_NS