raze/source/games/duke/src/hudweapon_d.cpp

1441 lines
42 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements)
Copyright (C) 2020 - Christoph Oelckers
This file is part of Enhanced 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
aint 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
EDuke enhancements integrated: 04/13/2003 - Matt Saettler
Note: EDuke source was in transition. Changes are in-progress in the
source as it is released.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "global.h"
#include "names_d.h"
BEGIN_DUKE_NS
double getavel(int snum)
{
return PlayerInputAngVel(screenpeek) / (double)(FRACUNIT);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
inline static void hud_drawpal(double x, double y, int tilenum, int shade, int orientation, int p)
{
hud_drawsprite(x, y, 65536, 0, tilenum, shade, p, 2 | orientation);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void displayloogie(short snum)
{
int i, a, y, z;
double x;
if (ps[snum].loogcnt == 0) return;
y = (ps[snum].loogcnt << 2);
for (i = 0; i < ps[snum].numloogs; i++)
{
a = abs(sintable[((ps[snum].loogcnt + i) << 5) & 2047]) >> 5;
z = 4096 + ((ps[snum].loogcnt + i) << 9);
x = (-getavel(snum)) + (calcSinTableValue(((ps[snum].loogcnt + i) << 6) & 2047) / 1024.);
hud_drawsprite(
(ps[snum].loogiex[i] + x), (200 + ps[snum].loogiey[i] - y), z - (i << 8), 256 - a,
LOOGIE, 0, 0, 2);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int animatefist(int gs, int snum)
{
short fisti, fistpal;
int fistzoom;
double looking_arc, fistz;
fisti = ps[snum].fist_incs;
if (fisti > 32) fisti = 32;
if (fisti <= 0) return 0;
looking_arc = fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.;
fistzoom = 65536L - (sintable[(512 + (fisti << 6)) & 2047] << 2);
if (fistzoom > 90612L)
fistzoom = 90612L;
if (fistzoom < 40920)
fistzoom = 40290;
fistz = 194 + (calcSinTableValue(((6 + fisti) << 7) & 2047) / 512.);
if (sprite[ps[snum].i].pal == 1)
fistpal = 1;
else
fistpal = sector[ps[snum].cursectnum].floorpal;
hud_drawsprite(
(-fisti + 222 + (getavel(snum) / 16.)),
(looking_arc + fistz),
fistzoom, 0, FIST, gs, fistpal, 2);
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int animateknee(int gs, int snum)
{
static const short knee_y[] = { 0,-8,-16,-32,-64,-84,-108,-108,-108,-72,-32,-8 };
short pal;
double looking_arc;
if (ps[snum].knee_incs > 11 || ps[snum].knee_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
looking_arc = knee_y[ps[snum].knee_incs] + (fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.);
looking_arc -= (ps[snum].hard_landing << 3);
if (sprite[ps[snum].i].pal == 1)
pal = 1;
else
{
pal = sector[ps[snum].cursectnum].floorpal;
if (pal == 0)
pal = ps[snum].palookup;
}
hud_drawpal(105 + (getavel(snum) / 16.) - (ps[snum].q16look_ang / (2. * FRACUNIT)) + (knee_y[ps[snum].knee_incs] >> 2), looking_arc + 280 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), KNEE, gs, 4, pal);
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int animateknuckles(int gs, int snum)
{
static const short knuckle_frames[] = { 0,1,2,2,3,3,3,2,2,1,0 };
short pal;
double looking_arc;
if (isWW2GI()) return 0;
if (ps[snum].knuckle_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
looking_arc = fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.;
looking_arc -= (ps[snum].hard_landing << 3);
if (sprite[ps[snum].i].pal == 1)
pal = 1;
else
pal = sector[ps[snum].cursectnum].floorpal;
auto pic = isWorldTour() ? CRACKKNUCKLESWIDE : CRACKKNUCKLES;
hud_drawpal(160 + (getavel(snum) / 16.) - (ps[snum].q16look_ang / (2. * FRACUNIT)), looking_arc + 180 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), pic + knuckle_frames[ps[snum].knuckle_incs >> 1], gs, 4, pal);
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void displaymasks_d(int snum)
{
int p;
if (sprite[ps[snum].i].pal == 1)
p = 1;
else
p = sector[ps[snum].cursectnum].floorpal;
if (ps[snum].scuba_on)
{
hud_drawsprite(44, (200 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 16);
hud_drawsprite((320 - 43), (200 - tilesiz[SCUBAMASK].y), 65536, 0, SCUBAMASK, 0, p, 2 + 4 + 16);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static int animatetip(int gs, int snum)
{
int p;
double looking_arc;
static const short tip_y[] = { 0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16 };
if (ps[snum].tipincs == 0) return 0;
looking_arc = fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.;
looking_arc -= (ps[snum].hard_landing << 3);
if (sprite[ps[snum].i].pal == 1)
p = 1;
else
p = sector[ps[snum].cursectnum].floorpal;
/* if(ps[snum].access_spritenum >= 0)
p = sprite[ps[snum].access_spritenum].pal;
else
p = wall[ps[snum].access_wallnum].pal;
*/
hud_drawpal(170 + (getavel(snum) / 16.) - (ps[snum].q16look_ang / (2. * FRACUNIT)),
(tip_y[ps[snum].tipincs] >> 1) + looking_arc + 240 - ((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)), TIP + ((26 - ps[snum].tipincs) >> 4), gs, 0, p);
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int animateaccess(int gs,int snum)
{
static const short access_y[] = {0,-8,-16,-32,-64,-84,-108,-108,-108,-108,-108,-108,-108,-108,-108,-108,-96,-72,-64,-32,-16};
double looking_arc;
char p;
if(ps[snum].access_incs == 0 || sprite[ps[snum].i].extra <= 0) return 0;
looking_arc = access_y[ps[snum].access_incs] + (fabs(ps[snum].q16look_ang / (double)(FRACUNIT)) / 9.);
looking_arc -= (ps[snum].hard_landing<<3);
if(ps[snum].access_spritenum >= 0)
p = sprite[ps[snum].access_spritenum].pal;
else p = 0;
// else
// p = wall[ps[snum].access_wallnum].pal;
if((ps[snum].access_incs-3) > 0 && (ps[snum].access_incs-3)>>3)
hud_drawpal(170+(getavel(snum)/16.)-(ps[snum].q16look_ang / (2. * FRACUNIT))+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGLASER+(ps[snum].access_incs>>3),gs,0,p);
else
hud_drawpal(170+(getavel(snum)/16.)-(ps[snum].q16look_ang / (2. * FRACUNIT))+(access_y[ps[snum].access_incs]>>2),looking_arc+266-((ps[snum].q16horiz - ps[snum].q16horizoff) / (16. * FRACUNIT)),HANDHOLDINGACCESS,gs,4,p);
return 1;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void displayweapon_d(int snum, double smoothratio)
{
int cw;
int i, j;
int o,pal;
double weapon_sway, weapon_xoffset, gun_pos, looking_arc;
signed char gs;
struct player_struct *p;
p = &ps[snum];
auto kb = &p->kickback_pic;
int pin = 0;
o = 0;
looking_arc = fabs(p->q16look_ang / (double)(FRACUNIT)) / 9.;
weapon_sway = p->oweapon_sway + fmulscale16((p->weapon_sway - p->oweapon_sway), smoothratio);
gs = sprite[p->i].shade;
if(gs > 24) gs = 24;
if(p->newowner >= 0 || ud.camerasprite >= 0 || p->over_shoulder_on > 0 || (sprite[p->i].pal != 1 && sprite[p->i].extra <= 0) || animatefist(gs,snum) || animateknuckles(gs,snum) || animatetip(gs,snum) || animateaccess(gs,snum) )
return;
animateknee(gs,snum);
gun_pos = 80-(p->weapon_pos*p->weapon_pos);
weapon_xoffset = (160)-90;
weapon_xoffset -= calcSinTableValue(fmod((weapon_sway / 2.) + 512, 2048)) / (1024. + 512.);
weapon_xoffset -= 58 + p->weapon_ang;
if( sprite[p->i].xrepeat < 32 )
gun_pos -= fabs(calcSinTableValue(fmod(weapon_sway * 4., 2048)) / 512.);
else gun_pos -= fabs(calcSinTableValue(fmod(weapon_sway / 2., 2048)) / 1024.);
gun_pos -= (p->hard_landing<<3);
if (isWW2GI())
{
if (p->last_weapon >= 0)
{
cw = aplWeaponWorksLike[p->last_weapon][snum];
}
else
{
cw = aplWeaponWorksLike[p->curr_weapon][snum];
}
}
else
{
if (p->last_weapon >= 0)
cw = p->last_weapon;
else cw = p->curr_weapon;
}
// onevent should go here..
// rest of code should be moved to CON..
j = 14-p->quick_kick;
if (j != 14 || p->last_quick_kick)
{
if (sprite[p->i].pal == 1)
pal = 1;
else
{
pal = sector[p->cursectnum].floorpal;
if (pal == 0)
pal = p->palookup;
}
if (j < 5 || j > 9)
{
hud_drawpal(weapon_xoffset + 80 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 250 - gun_pos, KNEE, gs, o | 4, pal);
}
else
{
hud_drawpal(weapon_xoffset + 160 - 16 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 214 - gun_pos, KNEE + 1, gs, o | 4, pal);
}
}
if (sprite[p->i].xrepeat < 40)
{
static int fistsign;
//shrunken..
if (p->jetpack_on == 0)
{
i = sprite[p->i].xvel;
looking_arc += 32 - (i >> 1);
fistsign += i >> 1;
}
cw = weapon_xoffset;
weapon_xoffset += calcSinTableValue(fistsign & 2047) / 1024.;
hud_draw(weapon_xoffset + 250 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 258 - (fabs(calcSinTableValue(fistsign & 2047) / 256.)),
FIST, gs, o);
weapon_xoffset = cw;
weapon_xoffset -= calcSinTableValue(fistsign & 2047) / 1024.;
hud_draw(weapon_xoffset + 40 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 200 + (fabs(calcSinTableValue(fistsign & 2047) / 256.)),
FIST, gs, o | 4);
}
else
{
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayknee = [&]()
{
if (p->kickback_pic > 0)
{
if (sprite[p->i].pal == 1)
pal = 1;
else
{
pal = sector[p->cursectnum].floorpal;
if (pal == 0)
pal = p->palookup;
}
if (p->kickback_pic < 5 || p->kickback_pic > 9)
{
hud_drawpal(weapon_xoffset + 220 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 250 - gun_pos, KNEE, gs, o, pal);
}
else
{
hud_drawpal(weapon_xoffset + 160 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 214 - gun_pos, KNEE + 1, gs, o, pal);
}
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaytripbomb = [&]()
{
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
weapon_xoffset += 8;
gun_pos -= 10;
if (p->kickback_pic > 6)
looking_arc += (p->kickback_pic << 3);
else if (p->kickback_pic < 4)
hud_drawpal(weapon_xoffset + 142 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 234 - gun_pos, HANDHOLDINGLASER + 3, gs, o, pal);
hud_drawpal(weapon_xoffset + 130 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 249 - gun_pos,
HANDHOLDINGLASER + (p->kickback_pic >> 2), gs, o, pal);
hud_drawpal(weapon_xoffset + 152 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 249 - gun_pos,
HANDHOLDINGLASER + (p->kickback_pic >> 2), gs, o | 4, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayrpg = [&]()
{
pin = (isWorldTour() || (duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) ? 0 : RS_ALIGN_R;
auto rpgpic = isWorldTour() ? RPGGUNWIDE : RPGGUN;
if (sprite[p->i].pal == 1)
pal = 1;
else pal = sector[p->cursectnum].floorpal;
weapon_xoffset -= calcSinTableValue((768 + (p->kickback_pic << 7)) & 2047) / 2048.;
gun_pos += calcSinTableValue((768 + (p->kickback_pic << 7)) & 2047) / 2048.;
if (*kb > 0)
{
if (*kb < (isWW2GI() ? aplWeaponTotalTime[RPG_WEAPON][snum] : 8))
{
hud_drawpal(weapon_xoffset + 164, (looking_arc * 2.) + 176 - gun_pos,
rpgpic + (p->kickback_pic >> 1), gs, o | pin, pal);
}
else if (isWW2GI())
{
// else we are in 'reload time'
if (p->kickback_pic <
(
(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
+ aplWeaponTotalTime[p->curr_weapon][snum]
)
)
{
// down
gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
}
else
{
// move back down
// up and left
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
}
}
}
hud_drawpal(weapon_xoffset + 164, (looking_arc * 2.) + 176 - gun_pos, rpgpic, gs, o | pin, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayshotgun_ww = [&]()
{
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (*kb > 0)
{
gun_pos -= calcSinTableValue(p->kickback_pic << 7) / 4096.;
}
if (*kb > 0 && sprite[p->i].pal != 1)
{
weapon_xoffset += 1 - (rand() & 3);
}
weapon_xoffset -= 8;
if (*kb == 0)
{
hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 202 - gun_pos,
SHOTGUN, gs, o, pal);
}
else if (*kb <= aplWeaponTotalTime[SHOTGUN_WEAPON][snum])
{
hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 202 - gun_pos,
SHOTGUN + 1, gs, o, pal);
}
// else we are in 'reload time'
else if (p->kickback_pic <
(
(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
+ aplWeaponTotalTime[p->curr_weapon][snum]
)
)
{
// down
gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 202 - gun_pos,
SHOTGUN, gs, o, pal);
}
else
{
// move back down
// up and left
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 202 - gun_pos,
SHOTGUN, gs, o, pal);
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayshotgun = [&]()
{
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
weapon_xoffset -= 8;
switch(p->kickback_pic)
{
case 1:
case 2:
hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 201 - gun_pos,
SHOTGUN + 2,-128,o,pal);
case 0:
case 6:
case 7:
case 8:
hud_drawpal(weapon_xoffset + 146 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 202 - gun_pos,
SHOTGUN,gs,o,pal);
break;
case 3:
case 4:
case 5:
case 9:
case 10:
case 11:
case 12:
if (*kb > 1 && *kb < 5)
{
gun_pos -= 40;
weapon_xoffset += 20;
hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 194 - gun_pos,
SHOTGUN + 1 + ((*(kb)-1) >> 1),-128,o,pal);
}
hud_drawpal(weapon_xoffset + 158 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 220 - gun_pos,
SHOTGUN + 3,gs,o,pal);
break;
case 13:
case 14:
case 15:
hud_drawpal(32 + weapon_xoffset + 166 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 210 - gun_pos,
SHOTGUN + 4,gs,o,pal);
break;
case 16:
case 17:
case 18:
case 19:
hud_drawpal(64 + weapon_xoffset + 170 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 196 - gun_pos,
SHOTGUN + 5,gs,o,pal);
break;
case 20:
case 21:
case 22:
case 23:
hud_drawpal(64 + weapon_xoffset + 176 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 196 - gun_pos,
SHOTGUN + 6,gs,o,pal);
break;
case 24:
case 25:
case 26:
case 27:
hud_drawpal(64 + weapon_xoffset + 170 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 196 - gun_pos,
SHOTGUN + 5,gs,o,pal);
break;
case 28:
case 29:
case 30:
hud_drawpal(32 + weapon_xoffset + 156 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 206 - gun_pos,
SHOTGUN + 4,gs,o,pal);
break;
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaychaingun_ww = [&]()
{
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (*kb > 0)
gun_pos -= calcSinTableValue(p->kickback_pic << 7) / 4096.;
if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
if (*kb == 0)
{
// hud_drawpal(weapon_xoffset+168-(p->q16look_ang/(2. * FRACUNIT)),looking_arc+260-gun_pos,
// CHAINGUN,gs,o,pal);
hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 233 - gun_pos,
CHAINGUN + 1, gs, o, pal);
}
else if (*kb <= aplWeaponTotalTime[CHAINGUN_WEAPON][snum])
{
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 243 - gun_pos,
CHAINGUN + 2, gs, o, pal);
}
// else we are in 'reload time'
// divide reload time into fifths.
// 1) move weapon up/right, hand on clip (2519)
// 2) move weapon up/right, hand removing clip (2518)
// 3) hold weapon up/right, hand removed clip (2517)
// 4) hold weapon up/right, hand inserting clip (2518)
// 5) move weapon down/left, clip inserted (2519)
else
{
int iFifths = (aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 5;
if (iFifths < 1)
{
iFifths = 1;
}
if (p->kickback_pic <
(iFifths
+ aplWeaponTotalTime[p->curr_weapon][snum]
)
)
{
// first segment
//
gun_pos += 80 - (10 * (aplWeaponTotalTime[p->curr_weapon][snum]
+ iFifths - p->kickback_pic));
weapon_xoffset += 80 - (10 * (aplWeaponTotalTime[p->curr_weapon][snum]
+ iFifths - p->kickback_pic));
hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos,
2519, gs, o, pal);
}
else if (p->kickback_pic <
(iFifths * 2
+ aplWeaponTotalTime[p->curr_weapon][snum]
)
)
{
// second segment
// down
gun_pos += 80; //5*(iFifthsp->kickback_pic-aplWeaponTotalTime[p->curr_weapon][snum]); //D
weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime[p->curr_weapon][snum]);
hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos,
2518, gs, o, pal);
}
else if (p->kickback_pic <
(iFifths * 3
+ aplWeaponTotalTime[p->curr_weapon][snum]
)
)
{
// third segment
// up
gun_pos += 80;//5*(iFifths*2);
weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime[p->curr_weapon][snum]);
hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos,
2517, gs, o, pal);
}
else if (p->kickback_pic <
(iFifths * 4
+ aplWeaponTotalTime[p->curr_weapon][snum]
)
)
{
// fourth segment
// down
gun_pos += 80; //5*(aplWeaponTotalTime[p->curr_weapon][snum]- p->kickback_pic); //D
weapon_xoffset += 80; //80*(*kb-aplWeaponTotalTime[p->curr_weapon][snum]);
hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos, 2518, gs, o, pal);
}
else
{
// move back down
// up and left
gun_pos += 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic);
//5*(aplWeaponReload[p->curr_weapon][snum]- p->kickback_pic); //U
weapon_xoffset += 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic);
//80*(*kb-aplWeaponTotalTime[cw][snum]);
hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos, 2519, gs, o, pal);
}
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaychaingun = [&]
{
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (*kb > 0)
gun_pos -= calcSinTableValue(p->kickback_pic << 7) / 4096.;
if (*kb > 0 && sprite[p->i].pal != 1) weapon_xoffset += 1 - (rand() & 3);
hud_drawpal(weapon_xoffset + 168 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos, CHAINGUN, gs, o, pal);
switch(p->kickback_pic)
{
case 0:
hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
break;
default:
if (*kb > 4 && *kb < 12)
{
i = 0;
if (sprite[p->i].pal != 1) i = rand() & 7;
hud_drawpal(i + weapon_xoffset - 4 + 140 - (p->q16look_ang / (2. * FRACUNIT)),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
hud_drawpal(i + weapon_xoffset - 4 + 184 - (p->q16look_ang / (2. * FRACUNIT)),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 4) / 5),gs,o,pal);
}
if (*kb < 8)
{
i = rand() & 7;
hud_drawpal(i + weapon_xoffset - 4 + 162 - (p->q16look_ang / (2. * FRACUNIT)),i + looking_arc - (p->kickback_pic >> 1) + 208 - gun_pos, CHAINGUN + 5 + ((*kb - 2) / 5),gs,o,pal);
hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 233 - gun_pos, CHAINGUN + 1 + (p->kickback_pic >> 1),gs,o,pal);
}
else hud_drawpal(weapon_xoffset + 178 - (p->q16look_ang / (2. * FRACUNIT)),looking_arc + 233 - gun_pos, CHAINGUN + 1,gs,o,pal);
break;
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaypistol = [&]()
{
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (p->kickback_pic < 5)
{
short kb_frames[] = { 0,1,2,0,0 };
double l = 195 - 12 + weapon_xoffset;
if (p->kickback_pic == 2)
l -= 3;
{
double x, y;
short tilenum;
signed char shade;
char orientation;
x = (l - (p->q16look_ang / (2. * FRACUNIT)));
y = (looking_arc + 244 - gun_pos);
tilenum = FIRSTGUN + kb_frames[*kb];
shade = gs;
orientation = 2;
hud_drawpal(
x,
y,
tilenum,
gs, 2, pal);
}
}
else
{
pin = (isWW2GI() || isWorldTour() || (duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) ? 0 : RS_ALIGN_R;
auto pic = isWorldTour() ? FIRSTGUNRELOAD - 4 : FIRSTGUN; // I do not want to edit all code below
const int WEAPON2_RELOAD_TIME = 50;
auto reload_time = isWW2GI() ? aplWeaponReload[PISTOL_WEAPON][snum] : WEAPON2_RELOAD_TIME;
if (p->kickback_pic < 10)
hud_drawpal(194 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 230 - gun_pos, pic + 4, gs, o|pin, pal);
else if (p->kickback_pic < 15)
{
hud_drawpal(244 - (p->kickback_pic << 3) - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 130 - gun_pos + (p->kickback_pic << 4), pic + 6, gs, o | pin, pal);
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
}
else if (p->kickback_pic < 20)
{
hud_drawpal(124 + (p->kickback_pic << 1) - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 430 - gun_pos - (p->kickback_pic << 3), pic + 6, gs, o | pin, pal);
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
}
else if (p->kickback_pic < (reload_time - 12))
{
hud_drawpal(184 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
}
else if (p->kickback_pic < (reload_time - 6))
{
hud_drawpal(164 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
}
else if (p->kickback_pic < (reload_time))
hud_drawpal(194 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 5, gs, o, pal);
else if (p->kickback_pic < 23)
{
hud_drawpal(184 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 8, gs, o | pin, pal);
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 210 - gun_pos, pic + 5, gs, o | pin, pal);
}
else if (p->kickback_pic < 25)
{
hud_drawpal(164 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 245 - gun_pos, pic + 8, gs, o | pin, pal);
hud_drawpal(224 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 220 - gun_pos, pic + 5, gs, o | pin, pal);
}
else if (p->kickback_pic < 27)
hud_drawpal(194 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 5, gs, o | pin, pal);
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayhandbomb = [&]()
{
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (p->kickback_pic)
{
static const uint8_t throw_frames[]
= { 0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2 };
if (isWW2GI())
{
if (p->kickback_pic <= aplWeaponFireDelay[HANDBOMB_WEAPON][snum])
{
// it holds here
gun_pos -= 5 * p->kickback_pic; //D
}
else if (p->kickback_pic <
(
(aplWeaponTotalTime[HANDBOMB_WEAPON][snum] - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]) / 2
+ aplWeaponFireDelay[HANDBOMB_WEAPON][snum]
)
)
{
// up and left
gun_pos += 10 * (p->kickback_pic - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]); //U
weapon_xoffset += 80 * (*kb - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]);
}
else if (p->kickback_pic < aplWeaponTotalTime[HANDBOMB_WEAPON][snum])
{
gun_pos += 240; // start high
gun_pos -= 12 * (p->kickback_pic - aplWeaponFireDelay[HANDBOMB_WEAPON][snum]); //D
// move left
weapon_xoffset += 90 - (5 * (aplWeaponTotalTime[HANDBOMB_WEAPON][snum] - p->kickback_pic));
}
}
else
{
if (p->kickback_pic < 7)
gun_pos -= 10 * p->kickback_pic; //D
else if (p->kickback_pic < 12)
gun_pos += 20 * (p->kickback_pic - 10); //U
else if (p->kickback_pic < 20)
gun_pos -= 9 * (p->kickback_pic - 14); //D
}
hud_drawpal(weapon_xoffset + 190 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 250 - gun_pos, HANDTHROW + throw_frames[p->kickback_pic], gs, o, pal);
}
else
hud_drawpal(weapon_xoffset + 190 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 260 - gun_pos, HANDTHROW, gs, o, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayhandremote = [&]()
{
signed char remote_frames[] = { 0,1,1,2,1,1,0,0,0,0,0 };
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
weapon_xoffset = -48;
if (p->kickback_pic)
hud_drawpal(weapon_xoffset + 150 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 258 - gun_pos, HANDREMOTE + remote_frames[p->kickback_pic], gs, o, pal);
else
hud_drawpal(weapon_xoffset + 150 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 258 - gun_pos, HANDREMOTE, gs, o, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaydevastator_ww = [&]
{
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (p->kickback_pic)
{
if (p->kickback_pic < aplWeaponTotalTime[p->curr_weapon][snum])
{
i = sgn(p->kickback_pic >> 2);
if (p->ammo_amount[p->curr_weapon] & 1)
{
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
}
else
{
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
}
}
// else we are in 'reload time'
else if (p->kickback_pic <
(
(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
+ aplWeaponTotalTime[p->curr_weapon][snum]
)
)
{
// down
gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
}
else
{
// move back down
// up and left
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
// weapon_xoffset+=80*(*kb-aplWeaponTotalTime[cw][snum]);
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
}
}
else
{
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaydevastator = [&]
{
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (p->kickback_pic)
{
char cycloidy[] = { 0,4,12,24,12,4,0 };
i = sgn(p->kickback_pic >> 2);
if (p->hbomb_hold_delay)
{
hud_drawpal((cycloidy[*kb] >> 1) + weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), cycloidy[*kb] + looking_arc + 238 - gun_pos, DEVISTATOR + i, -32, o, pal);
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
}
else
{
hud_drawpal(-(cycloidy[*kb] >> 1) + weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), cycloidy[*kb] + looking_arc + 240 - gun_pos, DEVISTATOR + i, -32, o | 4, pal);
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
}
}
else
{
hud_drawpal(weapon_xoffset + 268 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 238 - gun_pos, DEVISTATOR, gs, o, pal);
hud_drawpal(weapon_xoffset + 30 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 240 - gun_pos, DEVISTATOR, gs, o | 4, pal);
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayfreezer = [&]
{
pin = (isWW2GI() || isWorldTour() || (duke3d_globalflags & DUKE3D_NO_WIDESCREEN_PINNING)) ? 0 : RS_ALIGN_R;
auto pic = isWorldTour() ? FREEZEWIDE : FREEZE;
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (p->kickback_pic)
{
char cat_frames[] = { 0,0,1,1,2,2 };
if (sprite[p->i].pal != 1)
{
weapon_xoffset += rand() & 3;
looking_arc += rand() & 3;
}
gun_pos -= 16;
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, pic + 2, -32, o|pin, pal);
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, pic + 3 + cat_frames[*kb % 6], -32, o | pin, pal);
}
else hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, pic, gs, o | pin, pal);
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayshrinker_ww = [&]
{
weapon_xoffset += 28;
looking_arc += 18;
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (p->kickback_pic == 0)
{
// the 'at rest' display
if (ps[snum].ammo_amount[cw] <= 0) //p->last_weapon >= 0)
{
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
o, 0);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 1, gs, o, pal);
}
else
{
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 2,
16 - (calcSinTableValue(p->random_club_frame & 2047) / 1024.),
o, 0);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER, gs, o, pal);
}
}
else
{
// the 'active' display.
if (sprite[p->i].pal != 1)
{
weapon_xoffset += rand() & 3;
gun_pos += (rand() & 3);
}
if (*kb < aplWeaponTotalTime[p->curr_weapon][snum])
{
if (*kb < aplWeaponFireDelay[p->curr_weapon][snum])
{
// before fire time.
// nothing to modify
}
else
{
// after fire time.
// lower weapon to reload cartridge (not clip)
gun_pos -= 10 * (aplWeaponTotalTime[p->curr_weapon][snum] - p->kickback_pic);
}
}
// else we are in 'reload time'
else if (p->kickback_pic <
(
(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
+ aplWeaponTotalTime[p->curr_weapon][snum]
)
)
{
// down
gun_pos -= 10 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
}
else
{
// up
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
}
// draw weapon
{
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
o, 0);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 1, gs, o, pal);
}
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displaygrower_ww = [&]
{
weapon_xoffset += 28;
looking_arc += 18;
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (p->kickback_pic == 0)
{
{
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER - 2, gs, o, pal);
}
}
else
{
if (sprite[p->i].pal != 1)
{
weapon_xoffset += rand() & 3;
gun_pos += (rand() & 3);
}
if (*kb < aplWeaponTotalTime[p->curr_weapon][snum])
{
if (*kb < aplWeaponFireDelay[p->curr_weapon][snum])
{
// before fire time.
// nothing to modify
}
else
{
// after fire time.
// lower weapon to reload cartridge (not clip)
gun_pos -= 15 * (aplWeaponTotalTime[p->curr_weapon][snum] - p->kickback_pic);
}
}
// else we are in 'reload time'
else if (p->kickback_pic <
(
(aplWeaponReload[p->curr_weapon][snum] - aplWeaponTotalTime[p->curr_weapon][snum]) / 2
+ aplWeaponTotalTime[p->curr_weapon][snum]
)
)
{
// down
gun_pos -= 5 * (p->kickback_pic - aplWeaponTotalTime[p->curr_weapon][snum]); //D
}
else
{
// up
gun_pos -= 10 * (aplWeaponReload[p->curr_weapon][snum] - p->kickback_pic); //U
}
// display weapon
{
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
o, 2);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER - 1, gs, o, pal);
}
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayshrinker = [&]
{
weapon_xoffset += 28;
looking_arc += 18;
if (sprite[p->i].pal == 1)
pal = 1;
else
pal = sector[p->cursectnum].floorpal;
if (p->kickback_pic == 0)
{
if (cw == GROW_WEAPON)
{
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 2,
16 - (calcSinTableValue(p->random_club_frame & 2047) / 1024.),
o, 2);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER - 2, gs, o, pal);
}
else
{
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 2,
16 - (calcSinTableValue(p->random_club_frame & 2047) / 1024.),
o, 0);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER, gs, o, pal);
}
}
else
{
if (sprite[p->i].pal != 1)
{
weapon_xoffset += rand() & 3;
gun_pos += (rand() & 3);
}
if (cw == GROW_WEAPON)
{
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
o, 2);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER - 1, gs, o, pal);
}
else
{
hud_drawpal(weapon_xoffset + 184 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 3 + (p->kickback_pic & 3), -32,
o, 0);
hud_drawpal(weapon_xoffset + 188 - (p->q16look_ang / (2. * FRACUNIT)),
looking_arc + 240 - gun_pos, SHRINKER + 1, gs, o, pal);
}
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
auto displayflamethrower = [&]()
{
if (sprite[p->i].pal == 1)
pal = 1;
else
{
if (p->cursectnum < 0)
pal = 0;
else
pal = sector[p->cursectnum].floorpal;
}
if (*kb < 1 || sector[p->cursectnum].lotag == 2)
{
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, FLAMETHROWER, gs, o, pal);
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, FLAMETHROWERPILOT, gs, o, pal);
}
else
{
static const uint8_t cat_frames[] = { 0, 0, 1, 1, 2, 2 };
if (sprite[p->i].pal != 1)
{
weapon_xoffset += krand() & 1;
looking_arc += krand() & 1;
}
gun_pos -= 16;
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 261 - gun_pos, FLAMETHROWER + 1, 32, o, pal);
hud_drawpal(weapon_xoffset + 210 - (p->q16look_ang / (2. * FRACUNIT)), looking_arc + 235 - gun_pos, FLAMETHROWER + 2 + cat_frames[*kb % 6], -32, o, pal);
}
};
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
switch (cw)
{
case KNEE_WEAPON:
displayknee();
break;
case TRIPBOMB_WEAPON:
displaytripbomb();
break;
case RPG_WEAPON:
displayrpg();
break;
case SHOTGUN_WEAPON:
if (isWW2GI()) displayshotgun_ww();
else displayshotgun();
break;
case CHAINGUN_WEAPON:
if (isWW2GI()) displaychaingun_ww();
else displaychaingun();
break;
case PISTOL_WEAPON:
displaypistol();
break;
case HANDBOMB_WEAPON:
displayhandbomb();
break;
case HANDREMOTE_WEAPON:
displayhandremote();
break;
case DEVISTATOR_WEAPON:
if (isWW2GI()) displaydevastator_ww();
else displaydevastator();
break;
case FREEZE_WEAPON:
displayfreezer();
break;
case SHRINKER_WEAPON:
if (isWW2GI()) displayshrinker_ww();
else displayshrinker();
break;
case GROW_WEAPON:
if (isWW2GI()) displaygrower_ww();
else displayshrinker();
break;
case FLAMETHROWER_WEAPON:
displayflamethrower();
break;
}
}
displayloogie(snum);
}
END_DUKE_NS