mirror of
https://github.com/ZDoom/Raze.git
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9d2c19bcca
synthesis.sh, osxbuild.sh, and wiibuild.bat updated. git-svn-id: https://svn.eduke32.com/eduke32@3235 1a8010ca-5511-0410-912e-c29ae57300e0
1736 lines
39 KiB
Text
1736 lines
39 KiB
Text
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// Note: This file has been directly converted from the EDuke32
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// C source code to CON code, without any fixes or improvements.
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// Further changes to player.c may or may not be reflected here.
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/*
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gamevar currentweapon 0 0 // (system) (pointer)
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gamevar gs 0 0 // (system) (pointer)
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gamevar looking_arc 0 0 // (system) (pointer)
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gamevar gun_pos 0 0 // (system) (pointer)
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gamevar weapon_xoffset 0 0 // (system) (pointer)
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gamevar weaponcount 0 0 // (system) (pointer)
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gamevar looking_angSR1 0 0 // (system) (pointer)
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gamevar xdim 0 0 // (system) (pointer) (read only)
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gamevar ydim 0 0 // (system) (pointer) (read only)
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gamevar windowx1 0 0 // (system) (pointer) (read only)
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gamevar windowx2 0 0 // (system) (pointer) (read only)
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gamevar windowy1 0 0 // (system) (pointer) (read only)
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gamevar windowy2 0 0 // (system) (pointer) (read only)
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*/
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gamevar hud_tilenum 0 1
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gamevar hud_x 0 1
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gamevar hud_y 0 1
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gamevar hud_scale 65536 1
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gamevar hud_angle 0 1
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gamevar hud_shade 0 1
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gamevar hud_pal 0 1
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gamevar hud_orientation 0 1
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gamevar hud_fistsign 0 1
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gamevar hud_totaltime 0 1
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gamevar hud_shadef 0 1
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gamevar hud_shadef_crystal 0 1
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gamevar hud_palf 0 1
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// It is unfortunate that we need so many temporary gamevars.
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gamevar hud_temp 0 1
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gamevar hud_temp2 0 1
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gamevar hud_temp3 0 1
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gamevar hud_temp4 0 1
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/*
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// The following temporary gamevars are named differently because they are used
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// in G_Draw[...] which would overwrite their values if used elsewhere.
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*/
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gamevar hud_G_Draw_temp 0 1
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gamevar hud_G_Draw_temp2 0 1
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gamevar weapon_pos 0 1
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gamevar weaponscale 0 1
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gamevar playerid 0 1
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// define ROTATESPRITE_MAX 2048
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// preliminary functions
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state G_DrawTile
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getplayer[THISACTOR].cursectnum hud_G_Draw_temp2
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ifvarg hud_G_Draw_temp2 -1
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getsector[hud_G_Draw_temp2].floorpal hud_G_Draw_temp2
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else
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setvar hud_G_Draw_temp2 0
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ifvarand hud_orientation 4
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addvar hud_angle 1024
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orvar hud_orientation 2
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rotatesprite hud_x hud_y hud_scale hud_angle hud_tilenum hud_shade hud_G_Draw_temp2 hud_orientation windowx1 windowy1 windowx2 windowy2
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ifvarand hud_orientation 2
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xorvar hud_orientation 2
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ifvarand hud_orientation 4
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subvar hud_angle 1024
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ends
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state G_DrawTilePal
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ifvarand hud_orientation 4
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addvar hud_angle 1024
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orvar hud_orientation 2
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rotatesprite hud_x hud_y hud_scale hud_angle hud_tilenum hud_shade hud_pal hud_orientation windowx1 windowy1 windowx2 windowy2
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ifvarand hud_orientation 2
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xorvar hud_orientation 2
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ifvarand hud_orientation 4
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subvar hud_angle 1024
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ends
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state G_DrawTileScaled
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setvar hud_G_Draw_temp 192 // xoff
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switch currentweapon
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case DEVISTATOR_WEAPON
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case TRIPBOMB_WEAPON
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setvar hud_G_Draw_temp 160
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break
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default
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ifvarand hud_orientation 262144
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{
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setvar hud_G_Draw_temp 160
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xorvar hud_orientation 262144
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}
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break
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endswitch
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ifvarand hud_orientation 4
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addvar hud_angle 1024
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/*
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ifvarg rendermode 2
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ifvarn usemodels 0
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ifhasmodel hud_tilenum hud_pal
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{
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setvar hud_G_Draw_temp2 224
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mulvarvar hud_G_Draw_temp2 weaponscale
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divvar hud_G_Draw_temp2 100
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addvar hud_y 224
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subvarvar hud_y hud_G_Draw_temp2
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}
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*/
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mulvarvar hud_x weaponscale
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divvar hud_x 100
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setvarvar hud_G_Draw_temp2 hud_G_Draw_temp
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mulvarvar hud_G_Draw_temp2 weaponscale
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divvar hud_G_Draw_temp2 100
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subvarvar hud_G_Draw_temp hud_G_Draw_temp2
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addvarvar hud_x hud_G_Draw_temp
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mulvarvar hud_y weaponscale
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divvar hud_y 100
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setvar hud_G_Draw_temp 200
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setvarvar hud_G_Draw_temp2 hud_G_Draw_temp
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mulvarvar hud_G_Draw_temp2 weaponscale
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divvar hud_G_Draw_temp2 100
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subvarvar hud_G_Draw_temp hud_G_Draw_temp2
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addvarvar hud_y hud_G_Draw_temp
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// setvar hud_scale 65536 // do this elsewhere; leave it open for modification
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mulvarvar hud_scale weaponscale
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divvar hud_scale 100
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orvar hud_orientation 2
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rotatesprite hud_x hud_y hud_scale hud_angle hud_tilenum hud_shade hud_pal hud_orientation windowx1 windowy1 windowx2 windowy2
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ifvarand hud_orientation 2
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xorvar hud_orientation 2
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ifvarand hud_orientation 4
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subvar hud_angle 1024
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ends
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state G_DrawWeaponTile
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// basic fading between player weapon shades
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ifvarvarn hud_shade hud_shadef
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{
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setvar hud_G_Draw_temp 0
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ifvare hud_pal 0 setvar hud_G_Draw_temp 1
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ifvarvare hud_pal hud_palf setvar hud_G_Draw_temp 1
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ifvare hud_G_Draw_temp 1
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{
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setvarvar hud_G_Draw_temp hud_shade
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subvarvar hud_G_Draw_temp hud_shadef
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setvarvar hud_G_Draw_temp2 hud_G_Draw_temp
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shiftvarr hud_G_Draw_temp 2
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addvarvar hud_shadef hud_G_Draw_temp
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ifvare hud_G_Draw_temp 0
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{
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shiftvarr hud_G_Draw_temp2 1
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addvarvar hud_shadef hud_G_Draw_temp2
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ifvare hud_G_Draw_temp2 0
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setvarvar hud_shadef hud_shade
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}
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}
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}
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else
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setvarvar hud_shadef hud_shade
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setvarvar hud_palf hud_pal
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setvarvar hud_shade hud_shadef
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state G_DrawTileScaled
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ends
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state G_DrawWeaponTile_crystal
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// basic fading between player weapon shades
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ifvarvarn hud_shade hud_shadef_crystal
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{
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setvarvar hud_G_Draw_temp hud_shade
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subvarvar hud_G_Draw_temp hud_shadef_crystal
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setvarvar hud_G_Draw_temp2 hud_G_Draw_temp
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shiftvarr hud_G_Draw_temp 2
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addvarvar hud_shadef_crystal hud_G_Draw_temp
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ifvare hud_G_Draw_temp 0
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{
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shiftvarr hud_G_Draw_temp2 1
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addvarvar hud_shadef_crystal hud_G_Draw_temp2
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ifvare hud_G_Draw_temp2 0
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setvarvar hud_shadef_crystal hud_shade
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}
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}
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else
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setvarvar hud_shadef_crystal hud_shade
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setvarvar hud_shade hud_shadef_crystal
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state G_DrawTileScaled
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ends
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// helper states
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state reset_hud_weapon_x_coordinate
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setvarvar hud_x weapon_xoffset
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subvarvar hud_x looking_angSR1
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ends
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state reset_hud_weapon_y_coordinate
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setvarvar hud_y looking_arc
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subvarvar hud_y gun_pos
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ends
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state reset_hud_weapon_coordinates
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state reset_hud_weapon_x_coordinate
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state reset_hud_weapon_y_coordinate
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ends
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// other EVENT_DISPLAYWEAPON code
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state draw_shrunk_fists // Shrunk Running Fists
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// common calculations
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state reset_hud_weapon_x_coordinate
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setvarvar hud_temp3 looking_arc
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ifvare player[THISACTOR].jetpack_on 0
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{
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getactor[playerid].xvel hud_temp2
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shiftvarr hud_temp2 1
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addvar hud_temp3 32
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subvarvar hud_temp3 hud_temp2
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addvarvar hud_fistsign hud_temp2
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}
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// common calculations continued
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setvarvar hud_temp2 hud_fistsign
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andvar hud_temp2 2047
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sin hud_temp2 hud_temp2
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setvarvar hud_temp4 hud_temp2
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shiftvarr hud_temp2 10
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shiftvarr hud_temp4 8
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ifvarl hud_temp4 0
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mulvar hud_temp4 -1
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// right fist
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guniqhudid 101
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addvarvar hud_x hud_temp2
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addvar hud_x 250
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setvarvar hud_y hud_temp3
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addvar hud_y 258
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subvarvar hud_y hud_temp4
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setvar hud_tilenum FIST
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state G_DrawTile
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// cleanup
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subvar hud_x 250
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// left fist
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guniqhudid 102
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subvarvar hud_x hud_temp2
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addvar hud_x 40
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setvarvar hud_y hud_temp3
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addvar hud_y 200
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addvarvar hud_y hud_temp4
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orvar hud_orientation 4
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state G_DrawTile
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// cleanup
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setvar hud_orientation 0
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setvar hud_angle 0
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guniqhudid 0
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ends
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state draw_quick_kick // Quick Kick
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setvar hud_temp 14
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subvarvar hud_temp player[THISACTOR].quick_kick
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setvar hud_temp2 0
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ifvarn hud_temp 14 setvar hud_temp2 1
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ifvarn player[THISACTOR].last_quick_kick 0 setvar hud_temp2 1
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ifvare hud_temp2 1
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{
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getactor[playerid].pal hud_pal
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ifvarn hud_pal 1
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{
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getplayer[THISACTOR].cursectnum hud_temp2
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ifvarg hud_temp2 -1
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getsector[hud_temp2].floorpal hud_pal
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ifvare hud_pal 0
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getplayer[THISACTOR].palookup hud_pal
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}
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guniqhudid 100
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// common calculations
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state reset_hud_weapon_coordinates
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setvar hud_tilenum KNEE
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setvar hud_orientation 262148 // o|4|262144
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setvar hud_temp3 0
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ifvarg hud_temp 5
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ifvarl hud_temp 13
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{
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addvar hud_x 144 // 160-16
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addvar hud_y 214
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addvar hud_tilenum 1
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state G_DrawTileScaled
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setvar hud_temp3 1
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}
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ifvare hud_temp3 0
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{
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addvar hud_x 80
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addvar hud_y 250
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state G_DrawTileScaled
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}
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}
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ends
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// weapon code
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state draw_kick // KNEE_WEAPON:
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ifvarg weaponcount 0
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{
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guniqhudid currentweapon
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state reset_hud_weapon_coordinates
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getactor[playerid].pal hud_pal
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ifvarn hud_pal 1
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{
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getplayer[THISACTOR].cursectnum hud_temp2
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ifvarg hud_temp2 -1
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getsector[hud_temp2].floorpal hud_pal
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ifvare hud_pal 0
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getplayer[THISACTOR].palookup hud_pal
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}
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setvar hud_tilenum KNEE
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setvar hud_temp3 0
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ifvarg weaponcount 4
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ifvarl weaponcount 10
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{
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addvar hud_x 160
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addvar hud_y 214
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addvar hud_tilenum 1
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state G_DrawTileScaled
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setvar hud_temp3 1
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}
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ifvare hud_temp3 0
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{
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addvar hud_x 220
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addvar hud_y 250
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state G_DrawTileScaled
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}
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}
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ends
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state draw_tripbomb // TRIPBOMB_WEAPON:
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state reset_hud_weapon_coordinates
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addvar hud_x 8
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addvar hud_y 10
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ifvarg weaponcount 6
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{
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setvarvar hud_temp weaponcount
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shiftvarl hud_temp 3
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addvarvar hud_y hud_temp
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}
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else ifvarl weaponcount 4
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{
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setvarvar hud_temp currentweapon
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shiftvarl currentweapon 2
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guniqhudid hud_temp
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addvar hud_x 142
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addvar hud_y 234
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setvar hud_tilenum HANDHOLDINGLASER
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addvar hud_tilenum 3
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state G_DrawWeaponTile
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// undo
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subvar hud_x 142
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subvar hud_y 234
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}
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// common to both hands
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addvar hud_y 249
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setvarvar hud_tilenum weaponcount
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shiftvarr hud_tilenum 2
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addvar hud_tilenum HANDHOLDINGLASER
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// left hand
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guniqhudid currentweapon
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addvar hud_x 130
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state G_DrawWeaponTile
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// right hand
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setvarvar hud_temp3 currentweapon
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shiftvarl hud_temp3 1
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guniqhudid hud_temp3
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/*
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// absolute method
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subvar hud_x 130 // undo
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addvar hud_x 152
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*/
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// relative method
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addvar hud_x 22
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orvar hud_orientation 4
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state G_DrawWeaponTile
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ifvarand hud_orientation 4
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xorvar hud_orientation 4
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guniqhudid 0
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ends
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state draw_rpg // RPG_WEAPON:
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setvarvar hud_x weapon_xoffset
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setvarvar hud_y looking_arc
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shiftvarl looking_arc 1
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subvarvar hud_y gun_pos
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setvarvar hud_temp weaponcount
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shiftvarl hud_temp 7
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addvar hud_temp 768
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andvar hud_temp 2047
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sin hud_temp hud_temp
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shiftvarr hud_temp 11
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subvarvar hud_x hud_temp
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subvarvar hud_y hud_temp
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orvar hud_orientation 512
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addvar hud_x 164
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addvar hud_y 176
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ifvarg weaponcount 0
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ifvarl weaponcount 8
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{
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setvarvar hud_tilenum weaponcount
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shiftvarr hud_tilenum 1
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addvar hud_tilenum RPGGUN
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state G_DrawWeaponTile
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}
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setvar hud_tilenum RPGGUN
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state G_DrawWeaponTile
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ifvarand hud_orientation 512
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xorvar hud_orientation 512
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ends
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state draw_shotgun // SHOTGUN_WEAPON:
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state reset_hud_weapon_coordinates
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subvar hud_x 8
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switch weaponcount
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case 1
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case 2
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setvarvar hud_temp4 currentweapon
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shiftvarl hud_temp4 1
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guniqhudid hud_temp4
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addvar hud_x 168
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addvar hud_y 201
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setvar hud_shade -128
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setvar hud_tilenum SHOTGUN
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addvar hud_tilenum 2
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state G_DrawWeaponTile
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subvar hud_x 168
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subvar hud_y 201
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setvarvar hud_shade gs
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case 0
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case 6
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case 7
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case 8
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guniqhudid currentweapon
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addvar hud_x 146
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addvar hud_y 202
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setvar hud_tilenum SHOTGUN
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state G_DrawWeaponTile
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guniqhudid 0
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break
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case 3
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case 4
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case 5
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case 9
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case 10
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case 11
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case 12
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ifvarg weaponcount 1
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ifvarl weaponcount 5
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{
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addvar hud_y 40
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addvar hud_x 20
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setvarvar hud_temp4 currentweapon
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shiftvarl hud_temp4 1
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guniqhudid hud_temp4
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addvar hud_x 178
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addvar hud_y 194
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setvar hud_shade -128
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|
|
setvarvar hud_tilenum weaponcount
|
|
subvar hud_tilenum 1
|
|
shiftvarr hud_tilenum 1
|
|
addvar hud_tilenum SHOTGUN
|
|
addvar hud_tilenum 1
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
subvar hud_x 178
|
|
subvar hud_y 194
|
|
setvarvar hud_shade gs
|
|
}
|
|
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 158
|
|
|
|
addvar hud_y 220
|
|
|
|
setvar hud_tilenum SHOTGUN
|
|
addvar hud_tilenum 3
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
break
|
|
case 13
|
|
case 14
|
|
case 15
|
|
case 28
|
|
case 29
|
|
case 30
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 198 // 32 + 166
|
|
addvar hud_y 210
|
|
|
|
setvar hud_tilenum SHOTGUN
|
|
addvar hud_tilenum 4
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
break
|
|
case 16
|
|
case 17
|
|
case 18
|
|
case 19
|
|
case 24
|
|
case 25
|
|
case 26
|
|
case 27
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 234 // 64 + 170
|
|
addvar hud_y 196
|
|
|
|
setvar hud_tilenum SHOTGUN
|
|
addvar hud_tilenum 5
|
|
|
|
state G_DrawWeaponTile
|
|
break
|
|
case 20
|
|
case 21
|
|
case 22
|
|
case 23
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 240 // 64 + 176
|
|
addvar hud_y 196
|
|
|
|
setvar hud_tilenum SHOTGUN
|
|
addvar hud_tilenum 6
|
|
|
|
state G_DrawWeaponTile
|
|
break
|
|
endswitch
|
|
ends
|
|
|
|
|
|
state draw_chaingun // CHAINGUN_WEAPON:
|
|
// hud_temp4 = FIREDELAY
|
|
state reset_hud_weapon_coordinates
|
|
|
|
ifvarg weaponcount 0
|
|
{
|
|
setvarvar hud_temp weaponcount
|
|
shiftvarl hud_temp 7
|
|
sin hud_temp hud_temp
|
|
shiftvarr hud_temp 12
|
|
addvarvar hud_y hud_temp
|
|
|
|
getactor[playerid].pal hud_temp
|
|
ifvarn hud_pal 1
|
|
{
|
|
displayrand hud_temp
|
|
andvar hud_temp 3
|
|
mulvar hud_temp -1
|
|
addvar hud_temp 1
|
|
addvarvar hud_x hud_temp
|
|
}
|
|
}
|
|
|
|
// base
|
|
addvar hud_x 168
|
|
addvar hud_y 260
|
|
|
|
setvar hud_tilenum CHAINGUN
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
subvar hud_x 168
|
|
subvar hud_y 260
|
|
|
|
switch weaponcount
|
|
case 0
|
|
addvar hud_x 178
|
|
addvar hud_y 233
|
|
addvar hud_tilenum 1 // relative
|
|
|
|
state G_DrawWeaponTile
|
|
break
|
|
default
|
|
getactor[playerid].pal hud_temp3
|
|
|
|
ifvarvarg weaponcount hud_temp4
|
|
ifvarvarl weaponcount hud_totaltime
|
|
{
|
|
// muzzleflash 1
|
|
ifvarn hud_temp3 1
|
|
{
|
|
displayrand hud_temp
|
|
andvar hud_temp 7
|
|
}
|
|
else
|
|
setvar hud_temp 0
|
|
|
|
addvar hud_x 136 // -4+140
|
|
addvarvar hud_x hud_temp
|
|
|
|
setvarvar hud_temp2 weaponcount
|
|
shiftvarr hud_temp2 1
|
|
|
|
addvarvar hud_y hud_temp
|
|
subvarvar hud_y hud_temp2
|
|
addvar hud_y 208
|
|
|
|
setvarvar hud_tilenum weaponcount
|
|
subvar hud_tilenum 4
|
|
divvar hud_tilenum 5
|
|
addvar hud_tilenum CHAINGUN
|
|
addvar hud_tilenum 5
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
// cleanup
|
|
subvarvar hud_x hud_temp
|
|
subvarvar hud_y hud_temp
|
|
|
|
// muzzleflash 3
|
|
ifvarn hud_temp3 1
|
|
{
|
|
displayrand hud_temp
|
|
andvar hud_temp 7
|
|
}
|
|
|
|
addvar hud_x 44 // relative
|
|
addvarvar hud_x hud_temp
|
|
addvarvar hud_y hud_temp
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
// cleanup
|
|
subvar hud_x 180 // -4+140 + 44
|
|
subvar hud_y 208
|
|
subvarvar hud_x hud_temp
|
|
subvarvar hud_y hud_temp
|
|
addvarvar hud_y hud_temp2
|
|
}
|
|
|
|
subvar hud_totaltime 4
|
|
ifvarvarl weaponcount hud_totaltime
|
|
{
|
|
// muzzleflash 2
|
|
ifvarn hud_temp3 1
|
|
{
|
|
displayrand hud_temp
|
|
andvar hud_temp 7
|
|
}
|
|
else
|
|
setvar hud_temp 0
|
|
|
|
setvarvar hud_temp2 weaponcount
|
|
shiftvarr hud_temp2 1
|
|
|
|
addvarvar hud_x hud_temp
|
|
addvar hud_x 158 // -4+162
|
|
|
|
addvarvar hud_y hud_temp
|
|
subvarvar hud_y hud_temp2
|
|
addvar hud_y 208
|
|
|
|
setvarvar hud_tilenum weaponcount
|
|
subvar hud_tilenum 2
|
|
divvar hud_tilenum 5
|
|
addvar hud_tilenum CHAINGUN
|
|
addvar hud_tilenum 5
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
// cleanup
|
|
subvarvar hud_x hud_temp
|
|
subvar hud_x 158
|
|
subvarvar hud_y hud_temp
|
|
addvarvar hud_y hud_temp2
|
|
subvar hud_y 208
|
|
|
|
// barrels (hot)
|
|
addvar hud_x 178
|
|
|
|
addvar hud_y 233
|
|
|
|
setvar hud_tilenum CHAINGUN
|
|
addvar hud_tilenum 1
|
|
addvarvar hud_tilenum hud_temp2
|
|
|
|
state G_DrawWeaponTile
|
|
}
|
|
else
|
|
{
|
|
// barrels
|
|
addvar hud_x 178
|
|
|
|
addvar hud_y 233
|
|
|
|
setvar hud_tilenum CHAINGUN
|
|
addvar hud_tilenum 1
|
|
|
|
state G_DrawWeaponTile
|
|
}
|
|
break
|
|
endswitch
|
|
ends
|
|
|
|
state draw_pistol // PISTOL_WEAPON:
|
|
// hud_temp4 = FIREDELAY
|
|
// hud_temp3 = RELOAD
|
|
|
|
state reset_hud_weapon_y_coordinate
|
|
|
|
setvar hud_tilenum FIRSTGUN
|
|
|
|
addvar hud_totaltime 1
|
|
ifvarvarl weaponcount hud_totaltime
|
|
{
|
|
setvar hud_x 183 // 195-12
|
|
addvarvar hud_x weapon_xoffset
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
addvar hud_y 244
|
|
|
|
ifvarvare weaponcount hud_temp4
|
|
subvar hud_x 3
|
|
|
|
ifvarl weaponcount 3
|
|
addvarvar hud_tilenum weaponcount
|
|
|
|
setvar hud_orientation 2
|
|
|
|
guniqhudid currentweapon
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
else
|
|
{
|
|
orvar hud_orientation 512
|
|
|
|
subvarvar hud_temp3 weaponcount
|
|
|
|
ifvarg hud_temp3 17
|
|
{
|
|
guniqhudid currentweapon
|
|
|
|
setvar hud_x 194
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
addvar hud_y 230
|
|
|
|
addvar hud_tilenum 4
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
else ifvarg hud_temp3 12
|
|
{
|
|
addvar hud_tilenum 6
|
|
|
|
setvarvar hud_temp weaponcount
|
|
shiftvarl hud_temp 3
|
|
|
|
setvar hud_x 244
|
|
subvarvar hud_x hud_temp
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
setvarvar hud_temp2 weaponcount
|
|
shiftvarl hud_temp2 4
|
|
|
|
addvar hud_y 130
|
|
addvarvar hud_y hud_temp2
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
subvar hud_y 130
|
|
subvarvar hud_y hud_temp2
|
|
subvar hud_tilenum 6
|
|
|
|
guniqhudid currentweapon
|
|
|
|
setvar hud_x 224
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
addvar hud_y 220
|
|
|
|
addvar hud_tilenum 5
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
else ifvarg hud_temp3 7
|
|
{
|
|
addvar hud_tilenum 6
|
|
|
|
setvarvar hud_temp weaponcount
|
|
shiftvarl hud_temp 1
|
|
|
|
setvar hud_x 124
|
|
addvarvar hud_x hud_temp
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
setvarvar hud_temp2 weaponcount
|
|
shiftvarl hud_temp2 3
|
|
|
|
addvar hud_y 430
|
|
subvarvar hud_y hud_temp2
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
subvar hud_y 430
|
|
addvarvar hud_y hud_temp2
|
|
subvar hud_tilenum 6
|
|
|
|
guniqhudid currentweapon
|
|
|
|
setvar hud_x 224
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
addvar hud_y 220
|
|
|
|
addvar hud_tilenum 5
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
else ifvarg hud_temp3 4
|
|
{
|
|
setvar hud_x 184
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
addvar hud_y 235
|
|
|
|
addvar hud_tilenum 8
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
subvar hud_y 235
|
|
subvar hud_tilenum 8
|
|
|
|
guniqhudid currentweapon
|
|
|
|
setvar hud_x 224
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
addvar hud_y 210
|
|
|
|
addvar hud_tilenum 5
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
else ifvarg hud_temp3 2
|
|
{
|
|
setvar hud_x 164
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
addvar hud_y 245
|
|
|
|
addvar hud_tilenum 8
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
subvar hud_y 245
|
|
subvar hud_tilenum 8
|
|
|
|
guniqhudid currentweapon
|
|
|
|
setvar hud_x 224
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
addvar hud_y 220
|
|
|
|
addvar hud_tilenum 5
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
else ifvarg hud_temp3 0
|
|
{
|
|
guniqhudid currentweapon
|
|
|
|
setvar hud_x 194
|
|
subvarvar hud_x looking_angSR1
|
|
|
|
addvar hud_y 235
|
|
|
|
addvar hud_tilenum 5
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
}
|
|
ends
|
|
|
|
state draw_pipebomb // HANDBOMB_WEAPON:
|
|
state reset_hud_weapon_coordinates
|
|
|
|
guniqhudid currentweapon
|
|
|
|
setvar hud_tilenum HANDTHROW
|
|
|
|
ifvarn weaponcount 0
|
|
{
|
|
ifvarvarl weaponcount hud_totaltime
|
|
{
|
|
ifvarl weaponcount 7
|
|
{
|
|
setvarvar hud_temp weaponcount
|
|
mulvar hud_temp 10
|
|
addvarvar hud_y hud_temp // D
|
|
}
|
|
else ifvarl weaponcount 12
|
|
{
|
|
setvarvar hud_temp weaponcount
|
|
subvar hud_temp 10
|
|
mulvar hud_temp 20
|
|
subvarvar hud_y hud_temp // U
|
|
}
|
|
else ifvarl weaponcount 20
|
|
{
|
|
setvarvar hud_temp weaponcount
|
|
subvar hud_temp 14
|
|
mulvar hud_temp 9
|
|
addvarvar hud_y hud_temp // D
|
|
}
|
|
|
|
addvar hud_x 190
|
|
|
|
addvar hud_y 250
|
|
|
|
switch weaponcount
|
|
/*
|
|
case 0
|
|
case 1
|
|
case 2
|
|
case 3
|
|
case 4
|
|
addvar hud_tilenum 0
|
|
break
|
|
*/
|
|
case 5
|
|
case 6
|
|
case 7
|
|
case 8
|
|
case 9
|
|
case 10
|
|
case 11
|
|
addvar hud_tilenum 1
|
|
break
|
|
case 12
|
|
case 13
|
|
case 14
|
|
case 15
|
|
case 16
|
|
case 17
|
|
case 18
|
|
case 19
|
|
case 20
|
|
addvar hud_tilenum 2
|
|
break
|
|
endswitch
|
|
|
|
state G_DrawWeaponTile
|
|
}
|
|
}
|
|
else
|
|
{
|
|
addvar hud_x 190
|
|
|
|
addvar hud_y 260
|
|
|
|
state G_DrawWeaponTile
|
|
}
|
|
|
|
guniqhudid 0
|
|
ends
|
|
|
|
state draw_detonator // HANDREMOTE_WEAPON:
|
|
state reset_hud_weapon_coordinates
|
|
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 102 // -48+150
|
|
|
|
addvar hud_y 258
|
|
|
|
setvar hud_tilenum HANDREMOTE
|
|
|
|
switch weaponcount
|
|
/*
|
|
case 0
|
|
case 6
|
|
case 7
|
|
case 8
|
|
case 9
|
|
case 10
|
|
addvar hud_tilenum 0
|
|
break
|
|
*/
|
|
case 1
|
|
case 2
|
|
case 4
|
|
case 5
|
|
addvar hud_tilenum 1
|
|
break
|
|
case 3
|
|
addvar hud_tilenum 2
|
|
break
|
|
endswitch
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
ends
|
|
|
|
state draw_devastator // DEVISTATOR_WEAPON:
|
|
state reset_hud_weapon_coordinates
|
|
|
|
// for guniqhudid
|
|
setvarvar hud_temp4 currentweapon
|
|
shiftvarl hud_temp4 1
|
|
|
|
setvar hud_tilenum DEVISTATOR
|
|
|
|
setvar hud_temp -1 // flag
|
|
|
|
ifvarg weaponcount 0
|
|
{
|
|
addvar hud_totaltime 1
|
|
ifvarvarl weaponcount hud_totaltime
|
|
{
|
|
setvar hud_temp 0
|
|
|
|
switch weaponcount
|
|
default
|
|
addlogvar weaponcount // debug
|
|
break
|
|
/*
|
|
case 0
|
|
case 6
|
|
setvar hud_temp 0
|
|
break
|
|
*/
|
|
case 1
|
|
case 5
|
|
setvar hud_temp 4
|
|
break
|
|
case 2
|
|
case 4
|
|
setvar hud_temp 12
|
|
break
|
|
case 3
|
|
setvar hud_temp 24
|
|
break
|
|
endswitch
|
|
|
|
setvarvar hud_temp2 weaponcount
|
|
shiftvarr hud_temp2 2
|
|
// sign function:
|
|
ifvare hud_temp2 0
|
|
setvar hud_temp3 0
|
|
else ifvarg hud_temp2 0
|
|
setvar hud_temp3 1
|
|
else ifvarl hud_temp2 0
|
|
setvar hud_temp3 -1
|
|
|
|
ifvarn player[THISACTOR].hbomb_hold_delay 0
|
|
{
|
|
guniqhudid currentweapon
|
|
|
|
setvarvar hud_temp2 hud_temp
|
|
shiftvarr hud_temp2 1
|
|
addvarvar hud_x hud_temp2
|
|
addvar hud_x 268
|
|
|
|
addvarvar hud_y hud_temp
|
|
addvar hud_y 238
|
|
|
|
addvarvar hud_tilenum hud_temp3
|
|
|
|
setvar hud_shade -32
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
// cleanup
|
|
/*
|
|
subvar hud_x 268
|
|
subvarvar hud_x hud_temp2
|
|
subvar hud_y 238
|
|
subvarvar hud_y hud_temp
|
|
*/
|
|
state reset_hud_weapon_coordinates
|
|
subvarvar hud_tilenum hud_temp3
|
|
setvarvar hud_shade gs
|
|
|
|
guniqhudid hud_temp4
|
|
|
|
addvar hud_x 30
|
|
|
|
addvar hud_y 240
|
|
|
|
orvar hud_orientation 4
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
ifvarand hud_orientation 4
|
|
xorvar hud_orientation 4
|
|
|
|
guniqhudid 0
|
|
}
|
|
else
|
|
{
|
|
guniqhudid hud_temp4
|
|
|
|
addvar hud_x 30
|
|
setvarvar hud_temp2 hud_temp
|
|
shiftvarr hud_temp2 1
|
|
subvarvar hud_x hud_temp2
|
|
|
|
addvar hud_y 240
|
|
addvarvar hud_y hud_temp
|
|
|
|
addvarvar hud_tilenum hud_temp3
|
|
|
|
setvar hud_shade -32
|
|
|
|
orvar hud_orientation 4
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
// cleanup
|
|
/*
|
|
subvar hud_x 30
|
|
addvarvar hud_x hud_temp2
|
|
subvar hud_y 240
|
|
subvarvar hud_y hud_temp
|
|
*/
|
|
state reset_hud_weapon_coordinates
|
|
subvarvar hud_tilenum hud_temp3
|
|
setvarvar hud_shade gs
|
|
ifvarand hud_orientation 4
|
|
xorvar hud_orientation 4
|
|
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 268
|
|
|
|
addvar hud_y 238
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
break
|
|
}
|
|
}
|
|
|
|
ifvare hud_temp -1
|
|
{
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 268
|
|
|
|
addvar hud_y 238
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
subvar hud_x 268
|
|
subvar hud_y 238
|
|
|
|
guniqhudid hud_temp4
|
|
|
|
addvar hud_x 30
|
|
|
|
addvar hud_y 240
|
|
|
|
orvar hud_orientation 4
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
ifvarand hud_orientation 4
|
|
xorvar hud_orientation 4
|
|
|
|
guniqhudid 0
|
|
}
|
|
ends
|
|
|
|
state draw_freezer // FREEZE_WEAPON:
|
|
state reset_hud_weapon_coordinates
|
|
|
|
setvar hud_tilenum FREEZE
|
|
|
|
orvar hud_orientation 512
|
|
|
|
setvar hud_temp3 0
|
|
|
|
ifvarg weaponcount 0
|
|
{
|
|
addvar hud_totaltime 1
|
|
ifvarvarl weaponcount hud_totaltime
|
|
{
|
|
getactor[playerid].pal hud_temp
|
|
ifvarn hud_temp 1
|
|
{
|
|
displayrand hud_temp
|
|
andvar hud_temp 3
|
|
|
|
addvarvar hud_x hud_temp
|
|
addvarvar hud_y hud_temp
|
|
}
|
|
|
|
guniqhudid 0
|
|
|
|
addvar hud_x 210
|
|
|
|
addvar hud_y 277 // 16 + 261
|
|
|
|
addvar hud_tilenum 2
|
|
|
|
setvar hud_shade -32
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid currentweapon
|
|
|
|
subvar hud_y 26 // relative
|
|
|
|
setvarvar hud_temp weaponcount
|
|
modvar hud_temp 6
|
|
divvar hud_temp 2
|
|
addvar hud_tilenum 1
|
|
addvarvar hud_tilenum hud_temp
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
|
|
setvar hud_temp3 1
|
|
}
|
|
}
|
|
ifvare hud_temp3 0
|
|
{
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 210
|
|
|
|
addvar hud_y 261
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
|
|
ifvarand hud_orientation 512
|
|
xorvar hud_orientation 512
|
|
ends
|
|
|
|
state draw_expander // GROW_WEAPON:
|
|
state reset_hud_weapon_coordinates
|
|
|
|
addvar hud_x 28
|
|
addvar hud_y 18
|
|
|
|
setvarvar hud_temp4 hud_pal
|
|
setvar hud_pal 2
|
|
|
|
setvarvar hud_temp3 currentweapon
|
|
shiftvarl hud_temp3 1
|
|
|
|
setvar hud_temp2 0
|
|
|
|
ifvarg weaponcount 0
|
|
{
|
|
ifvarvarl weaponcount hud_totaltime
|
|
{
|
|
getactor[playerid].pal hud_temp
|
|
ifvarn hud_temp 1
|
|
{
|
|
displayrand hud_temp
|
|
andvar hud_temp 3
|
|
}
|
|
else
|
|
setvar hud_temp 0
|
|
|
|
addvarvar hud_x hud_temp
|
|
addvar hud_x 184
|
|
|
|
addvar hud_y 240
|
|
subvarvar hud_y hud_temp
|
|
|
|
setvarvar hud_tilenum weaponcount
|
|
andvar hud_tilenum 3
|
|
addvar hud_tilenum SHRINKER
|
|
addvar hud_tilenum 3
|
|
|
|
setvar hud_shade -32
|
|
|
|
guniqhudid hud_temp3
|
|
|
|
state G_DrawWeaponTile_crystal
|
|
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 4
|
|
|
|
setvar hud_tilenum SHRINKER
|
|
subvar hud_tilenum 1
|
|
|
|
setvarvar hud_shade gs
|
|
|
|
setvarvar hud_pal hud_temp4
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
|
|
setvar hud_temp2 1
|
|
}
|
|
}
|
|
ifvare hud_temp2 0
|
|
{
|
|
addvar hud_x 184
|
|
|
|
addvar hud_y 240
|
|
|
|
setvar hud_tilenum SHRINKER
|
|
addvar hud_tilenum 2
|
|
|
|
getplayer[THISACTOR].random_club_frame hud_shade
|
|
andvar hud_shade 2047
|
|
sin hud_shade hud_shade
|
|
shiftvarr hud_shade 10
|
|
mulvar hud_shade -1
|
|
addvar hud_shade 16
|
|
|
|
guniqhudid hud_temp3
|
|
|
|
state G_DrawWeaponTile_crystal
|
|
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 4
|
|
|
|
setvar hud_tilenum SHRINKER
|
|
subvar hud_tilenum 2
|
|
|
|
setvarvar hud_shade gs
|
|
|
|
setvarvar hud_pal hud_temp4
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
ends
|
|
|
|
state draw_shrinker // SHRINKER_WEAPON:
|
|
state reset_hud_weapon_coordinates
|
|
|
|
addvar hud_x 28
|
|
addvar hud_y 18
|
|
|
|
setvarvar hud_temp4 hud_pal
|
|
setvar hud_pal 0
|
|
|
|
setvarvar hud_temp3 currentweapon
|
|
shiftvarl hud_temp3 1
|
|
|
|
setvar hud_temp2 0
|
|
|
|
ifvarg weaponcount 0
|
|
{
|
|
ifvarvarl weaponcount hud_totaltime
|
|
{
|
|
getactor[playerid].pal hud_temp
|
|
ifvarn hud_temp 1
|
|
{
|
|
displayrand hud_temp
|
|
andvar hud_temp 3
|
|
}
|
|
else
|
|
setvar hud_temp 0
|
|
|
|
addvarvar hud_x hud_temp
|
|
addvar hud_x 184
|
|
|
|
addvar hud_y 240
|
|
subvarvar hud_y hud_temp
|
|
|
|
setvarvar hud_tilenum weaponcount
|
|
andvar hud_tilenum 3
|
|
addvar hud_tilenum SHRINKER
|
|
addvar hud_tilenum 3
|
|
|
|
setvar hud_shade -32
|
|
|
|
guniqhudid hud_temp3
|
|
|
|
state G_DrawWeaponTile_crystal
|
|
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 4
|
|
|
|
setvar hud_tilenum SHRINKER
|
|
addvar hud_tilenum 1
|
|
|
|
setvarvar hud_shade gs
|
|
|
|
setvarvar hud_pal hud_temp4
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
|
|
setvar hud_temp2 1
|
|
}
|
|
}
|
|
ifvare hud_temp2 0
|
|
{
|
|
addvar hud_x 184
|
|
|
|
addvar hud_y 240
|
|
|
|
setvar hud_tilenum SHRINKER
|
|
addvar hud_tilenum 2
|
|
|
|
getplayer[THISACTOR].random_club_frame hud_shade
|
|
andvar hud_shade 2047
|
|
sin hud_shade hud_shade
|
|
shiftvarr hud_shade 10
|
|
mulvar hud_shade -1
|
|
addvar hud_shade 16
|
|
|
|
guniqhudid hud_temp3
|
|
|
|
state G_DrawWeaponTile_crystal
|
|
|
|
guniqhudid currentweapon
|
|
|
|
addvar hud_x 4
|
|
|
|
setvar hud_tilenum SHRINKER
|
|
|
|
setvarvar hud_shade gs
|
|
|
|
setvarvar hud_pal hud_temp4
|
|
|
|
state G_DrawWeaponTile
|
|
|
|
guniqhudid 0
|
|
}
|
|
ends
|
|
|
|
// framework
|
|
|
|
onevent EVENT_DISPLAYWEAPON // P_DisplayWeapon
|
|
|
|
setvar RETURN -1
|
|
|
|
getplayer[THISACTOR].weapon_pos weapon_pos
|
|
getuserdef[THISACTOR].weaponscale weaponscale
|
|
getplayer[THISACTOR].i playerid
|
|
|
|
getuserdef[THISACTOR].drawweapon hud_temp
|
|
|
|
ifvare hud_temp 2 // weapon icons
|
|
{
|
|
setvar hud_tilenum -1
|
|
|
|
switch currentweapon
|
|
case PISTOL_WEAPON
|
|
setvar hud_tilenum FIRSTGUNSPRITE
|
|
break
|
|
case CHAINGUN_WEAPON
|
|
setvar hud_tilenum CHAINGUNSPRITE
|
|
break
|
|
case RPG_WEAPON
|
|
setvar hud_tilenum RPGSPRITE
|
|
break
|
|
case FREEZE_WEAPON
|
|
setvar hud_tilenum FREEZESPRITE
|
|
break
|
|
case SHRINKER_WEAPON
|
|
setvar hud_tilenum SHRINKERSPRITE
|
|
break
|
|
case GROW_WEAPON
|
|
setvar hud_tilenum GROWSPRITEICON
|
|
break
|
|
case DEVISTATOR_WEAPON
|
|
setvar hud_tilenum DEVISTATORSPRITE
|
|
break
|
|
case TRIPBOMB_WEAPON
|
|
setvar hud_tilenum TRIPBOMBSPRITE
|
|
break
|
|
case HANDREMOTE_WEAPON
|
|
case HANDBOMB_WEAPON
|
|
setvar hud_tilenum HEAVYHBOMB
|
|
break
|
|
case SHOTGUN_WEAPON
|
|
setvar hud_tilenum SHOTGUNSPRITE
|
|
break
|
|
default
|
|
addlogvar currentweapon
|
|
break
|
|
/*
|
|
case KNEE_WEAPON
|
|
setvar hud_tilenum -1
|
|
break
|
|
*/
|
|
endswitch
|
|
|
|
ifvarn hud_tilenum -1
|
|
{
|
|
setvar hud_x 160
|
|
setvarvar hud_y weapon_pos
|
|
mulvarvar hud_y weapon_pos
|
|
addvar hud_y 180
|
|
setvar hud_scale 65536
|
|
getuserdef[THISACTOR].statusbarscale hud_temp2
|
|
mulvarvar hud_scale hud_temp2
|
|
divvar hud_scale 100
|
|
rotatesprite hud_x hud_y hud_scale 0 hud_tilenum 0 0 2 windowx1 windowy1 windowx2 windowy2
|
|
}
|
|
}
|
|
|
|
ifvarn hud_temp 1 break // If we are not displaying the actual HUD weapons, stop processing.
|
|
|
|
// these gamevars can get changed in the states up above, so reset them now.
|
|
setvar hud_scale 65536
|
|
setvar hud_orientation 0
|
|
setvar hud_angle 0
|
|
setvarvar hud_shade gs
|
|
|
|
state draw_quick_kick
|
|
|
|
// cleanup
|
|
setvar hud_orientation 0
|
|
setvar hud_angle 0
|
|
guniqhudid 0
|
|
|
|
getactor[playerid].xrepeat hud_temp
|
|
ifvarl hud_temp 40
|
|
state draw_shrunk_fists
|
|
else
|
|
{
|
|
getactor[playerid].pal hud_pal
|
|
ifvarn hud_pal 1
|
|
{
|
|
getplayer[THISACTOR].cursectnum hud_temp2
|
|
ifvarg hud_temp2 -1
|
|
getsector[hud_temp2].floorpal hud_pal
|
|
else
|
|
setvar hud_pal 0
|
|
}
|
|
|
|
switch currentweapon
|
|
case KNEE_WEAPON
|
|
setvarvar hud_totaltime WEAPON0_TOTALTIME
|
|
state draw_kick
|
|
break
|
|
case TRIPBOMB_WEAPON
|
|
setvarvar hud_totaltime WEAPON8_TOTALTIME
|
|
state draw_tripbomb
|
|
break
|
|
case RPG_WEAPON
|
|
setvarvar hud_totaltime WEAPON4_TOTALTIME
|
|
state draw_rpg
|
|
break
|
|
case SHOTGUN_WEAPON
|
|
setvarvar hud_totaltime WEAPON2_TOTALTIME
|
|
state draw_shotgun
|
|
break
|
|
case CHAINGUN_WEAPON
|
|
setvarvar hud_temp4 WEAPON3_FIREDELAY
|
|
setvarvar hud_totaltime WEAPON3_TOTALTIME
|
|
state draw_chaingun
|
|
break
|
|
case PISTOL_WEAPON
|
|
setvarvar hud_temp3 WEAPON1_RELOAD
|
|
setvarvar hud_temp4 WEAPON1_FIREDELAY
|
|
setvarvar hud_totaltime WEAPON1_TOTALTIME
|
|
state draw_pistol
|
|
break
|
|
case HANDBOMB_WEAPON
|
|
setvarvar hud_totaltime WEAPON5_TOTALTIME
|
|
state draw_pipebomb
|
|
break
|
|
case HANDREMOTE_WEAPON
|
|
setvarvar hud_totaltime WEAPON10_TOTALTIME
|
|
state draw_detonator
|
|
break
|
|
case DEVISTATOR_WEAPON
|
|
setvarvar hud_totaltime WEAPON7_TOTALTIME
|
|
state draw_devastator
|
|
break
|
|
case FREEZE_WEAPON
|
|
setvarvar hud_totaltime WEAPON9_TOTALTIME
|
|
state draw_freezer
|
|
break
|
|
case GROW_WEAPON
|
|
setvarvar hud_totaltime WEAPON11_TOTALTIME
|
|
state draw_expander
|
|
break
|
|
case SHRINKER_WEAPON
|
|
setvarvar hud_totaltime WEAPON6_TOTALTIME
|
|
state draw_shrinker
|
|
break
|
|
default
|
|
addlogvar currentweapon
|
|
break
|
|
endswitch
|
|
|
|
// cleanup
|
|
setvar hud_orientation 0
|
|
setvar hud_angle 0
|
|
guniqhudid 0
|
|
}
|
|
endevent
|