raze/source/games/exhumed/src/gun.cpp

1129 lines
33 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 sirlemonhead, Nuke.YKT
This file is part of PCExhumed.
PCExhumed is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "aistuff.h"
#include "engine.h"
#include "player.h"
#include "exhumed.h"
#include "view.h"
#include "status.h"
#include "sound.h"
#include <string.h>
#include <assert.h>
#include "v_2ddrawer.h"
#include "sequence.h"
BEGIN_PS_NS
Weapon WeaponInfo[] = {
{ kSeqSword, { 0, 1, 3, 7, -1, 2, 4, 5, 6, 8, 9, 10 }, 0, 0, 0, true },
{ kSeqPistol, { 0, 3, 2, 4, -1, 1, 0, 0, 0, 0, 0, 0 }, 1, 0, 1, false },
{ kSeqM60, { 0, 5, 6, 16, -1, 21, 0, 0, 0, 0, 0, 0 }, 2, 0, 1, false },
{ kSeqFlamer, { 0, 2, 5, 5, 6, 1, 0, 0, 0, 0, 0, 0 }, 3, 4, 1, false },
{ kSeqGrenade, { 0, 2, 3, 4, -1, 1, 0, 0, 0, 0, 0, 0 }, 4, 0, 1, true },
{ kSeqCobra, { 0, 1, 2, 2, -1, 4, 0, 0, 0, 0, 0, 0 }, 5, 0, 1, true },
{ kSeqRavolt, { 0, 1, 2, 3, -1, 4, 0, 0, 0, 0, 0, 0 }, 6, 0, 1, true },
{ kSeqRothands,{ 0, 1, 2, -1, -1, -1, 0, 0, 0, 0, 0, 0 }, 7, 0, 0, true },
{ kSeqDead, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, false },
{ kSeqDeadEx, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, false },
{ kSeqDeadBrn, { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 0, 1, 0, false }
};
static const uint8_t nMinAmmo[] = { 0, 24, 51, 50, 1, 0, 0 };
int isRed = 0;
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SerializeGun(FSerializer& arc)
{
if (arc.BeginObject("gun"))
{
arc("isred", isRed).EndObject();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void RestoreMinAmmo(int nPlayer)
{
for (int i = 0; i < kMaxWeapons; i++)
{
if (i == kWeaponGrenade) {
continue;
}
if ((1 << i) & PlayerList[nPlayer].nPlayerWeapons)
{
if (nMinAmmo[i] > PlayerList[nPlayer].nAmmo[i]) {
PlayerList[nPlayer].nAmmo[i] = nMinAmmo[i];
}
}
}
CheckClip(nPlayer);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void FillWeapons(int nPlayer)
{
PlayerList[nPlayer].nPlayerWeapons = 0xFFFF; // turn on all bits
for (int i = 0; i < kMaxWeapons; i++)
{
if (WeaponInfo[i].d) {
PlayerList[nPlayer].nAmmo[i] = 300;
}
}
CheckClip(nPlayer);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ResetPlayerWeapons(int nPlayer)
{
for (int i = 0; i < kMaxWeapons; i++)
{
PlayerList[nPlayer].nAmmo[i] = 0;
}
PlayerList[nPlayer].nCurrentWeapon = 0;
PlayerList[nPlayer].nState = 0;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].pPlayerGrenade = nullptr;
PlayerList[nPlayer].nPlayerWeapons = 0x1; // turn on bit 1 only
}
void InitWeapons()
{
for (auto& p : PlayerList) p.pPlayerGrenade = nullptr;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetNewWeapon(int nPlayer, int nWeapon)
{
if (nWeapon == kWeaponMummified)
{
PlayerList[nPlayer].nLastWeapon = PlayerList[nPlayer].nCurrentWeapon;
PlayerList[nPlayer].bIsFiring = false;
PlayerList[nPlayer].nState = 5;
SetPlayerMummified(nPlayer, true);
PlayerList[nPlayer].nSeqSize2 = 0;
}
else
{
if (nWeapon < 0)
{
PlayerList[nPlayer].nPlayerOldWeapon = PlayerList[nPlayer].nCurrentWeapon;
}
else if (nWeapon != kWeaponGrenade || PlayerList[nPlayer].nAmmo[kWeaponGrenade] > 0)
{
int nCurrentWeapon = PlayerList[nPlayer].nCurrentWeapon;
if (nCurrentWeapon != kWeaponMummified)
{
if (PlayerList[nPlayer].bIsFiring || nWeapon == nCurrentWeapon) {
return;
}
}
else
{
PlayerList[nPlayer].nCurrentWeapon = nWeapon;
PlayerList[nPlayer].nSeqSize2 = 0;
}
}
else {
return;
}
}
PlayerList[nPlayer].nNextWeapon = nWeapon;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetNewWeaponImmediate(int nPlayer, int nWeapon)
{
SetNewWeapon(nPlayer, nWeapon);
PlayerList[nPlayer].nCurrentWeapon = nWeapon;
PlayerList[nPlayer].nNextWeapon = -1;
PlayerList[nPlayer].nSeqSize2 = 0;
PlayerList[nPlayer].nState = 0;
}
void SetNewWeaponIfBetter(int nPlayer, int nWeapon)
{
if (nWeapon > PlayerList[nPlayer].nCurrentWeapon) {
SetNewWeapon(nPlayer, nWeapon);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SelectNewWeapon(int nPlayer)
{
int nWeapon = kWeaponRing; // start at the highest weapon number
uint16_t di = PlayerList[nPlayer].nPlayerWeapons;
uint16_t dx = 0x40; // bit 7 turned on
while (dx)
{
if (di & dx)
{
// we have this weapon
if (!WeaponInfo[nWeapon].d || PlayerList[nPlayer].nAmmo[WeaponInfo[nWeapon].nAmmoType])
break;
}
nWeapon--;
dx >>= 1;
}
if (nWeapon < 0)
nWeapon = kWeaponSword;
PlayerList[nPlayer].bIsFiring = false;
SetNewWeapon(nPlayer, nWeapon);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SetWeaponStatus(int nPlayer)
{
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
uint8_t WeaponCanFire(int nPlayer)
{
int nWeapon = PlayerList[nPlayer].nCurrentWeapon;
auto pSector =PlayerList[nPlayer].pPlayerViewSect;
if (!(pSector->Flag & kSectUnderwater) || WeaponInfo[nWeapon].bFireUnderwater)
{
int nAmmoType = WeaponInfo[nWeapon].nAmmoType;
if (WeaponInfo[nWeapon].d <= PlayerList[nPlayer].nAmmo[nAmmoType]) {
return true;
}
}
return false;
}
// UNUSED
void ResetSwordSeqs()
{
WeaponInfo[kWeaponSword].b[2] = 3;
WeaponInfo[kWeaponSword].b[3] = 7;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
Collision CheckCloseRange(int nPlayer, DVector3& pos, sectortype* *ppSector)
{
auto pActor = PlayerList[nPlayer].pActor;
HitInfo hit{};
hitscan(pos, *ppSector, DVector3(pActor->spr.Angles.Yaw.ToVector() * 1024, 0 ), hit, CLIPMASK1);
const double ecx = 56.84; // bsin(150, -3)
double sqrtNum = (hit.hitpos.XY() - pos.XY()).LengthSquared();
Collision c;
c.setNone();
if (sqrtNum >= ecx * ecx)
return c;
pos = hit.hitpos;
*ppSector = hit.hitSector;
if (hit.actor()) {
c.setSprite(hit.actor());
}
if (hit.hitWall) {
c.setWall(wallindex(hit.hitWall));
}
return c;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void CheckClip(int nPlayer)
{
const auto pPlayer = &PlayerList[nPlayer];
if (pPlayer->nPlayerClip <= 0)
pPlayer->nPlayerClip = min(pPlayer->nAmmo[kWeaponM60], (int16_t)100);
if (pPlayer->nPistolClip <= 0)
pPlayer->nPistolClip = min(pPlayer->nAmmo[kWeaponPistol], (int16_t)6);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MoveWeapons(int nPlayer)
{
const auto pPlayer = &PlayerList[nPlayer];
static int dword_96E22 = 0;
int nSectFlag = pPlayer->pPlayerViewSect->Flag;
if ((nSectFlag & kSectUnderwater) && (totalmoves & 1)) {
return;
}
nPilotLightFrame++;
if (nPilotLightFrame >= nPilotLightCount)
nPilotLightFrame = 0;
if (!pPlayer->bIsFiring || (nSectFlag & kSectUnderwater))
pPlayer->nTemperature = 0;
auto pPlayerActor = pPlayer->pActor;
int nWeapon = pPlayer->nCurrentWeapon;
if (nWeapon < -1)
{
if (pPlayer->nNextWeapon != -1)
{
pPlayer->nCurrentWeapon = pPlayer->nNextWeapon;
pPlayer->nState = 0;
pPlayer->nSeqSize2 = 0;
pPlayer->nNextWeapon = -1;
}
return;
}
// loc_26ACC
int eax = pPlayer->nState;
int nSeq = WeaponInfo[nWeapon].nSeq;
int var_3C = getSeqFromId(nSeq, WeaponInfo[nWeapon].b[eax]);
int var_1C = (pPlayer->nDouble > 0) + 1;
frames = var_1C - 1;
for (frames = var_1C; frames > 0; frames--)
{
seq_MoveSequence(pPlayerActor, var_3C, pPlayer->nSeqSize2);
pPlayer->nSeqSize2++;
dword_96E22++;
if (dword_96E22 >= 15) {
dword_96E22 = 0;
}
if (pPlayer->nSeqSize2 >= getSeqFrameCount(var_3C))
{
if (pPlayer->nNextWeapon == -1)
{
switch (pPlayer->nState)
{
default:
break;
case 0:
{
pPlayer->nState = 1;
SetWeaponStatus(nPlayer);
break;
}
case 1:
{
if (pPlayer->bIsFiring)
{
if (!WeaponCanFire(nPlayer))
{
if (!dword_96E22) {
D3PlayFX(StaticSound[4], pPlayer->pActor);
}
}
else
{
if (nWeapon == kWeaponRing)
{
if (Ra[nPlayer].pTarget == nullptr)
break;
Ra[nPlayer].nAction = 0;
Ra[nPlayer].nFrame = 0;
Ra[nPlayer].nState = 1;
}
pPlayer->nState = 2;
if (nWeapon == 0)
break;
if (nWeapon == kWeaponGrenade)
{
BuildGrenade(nPlayer);
AddAmmo(nPlayer, 4, -1);
}
else if (nWeapon == kWeaponMummified)
{
ShootStaff(nPlayer);
}
}
}
break;
}
case 2:
case 6:
case 7:
case 8:
{
if (nWeapon == kWeaponPistol && pPlayer->nPistolClip <= 0)
{
pPlayer->nState = 3;
pPlayer->nSeqSize2 = 0;
pPlayer->nPistolClip = min<int>(6, pPlayer->nAmmo[kWeaponPistol]);
break;
}
else if (nWeapon == kWeaponGrenade)
{
if (!pPlayer->bIsFiring)
{
pPlayer->nState = 3;
break;
}
else
{
pPlayer->nSeqSize2 = getSeqFrameCount(var_3C) - 1;
continue;
}
}
else if (nWeapon == kWeaponMummified)
{
pPlayer->nState = 0;
pPlayer->nCurrentWeapon = pPlayer->nLastWeapon;
nWeapon = pPlayer->nCurrentWeapon;
SetPlayerMummified(nPlayer, false);
break;
}
else
{
// loc_26D88:
if (pPlayer->bIsFiring && WeaponCanFire(nPlayer))
{
if (nWeapon != kWeaponM60 && nWeapon != kWeaponPistol) {
pPlayer->nState = 3;
}
}
else
{
if (WeaponInfo[nWeapon].b[4] == -1)
{
pPlayer->nState = 1;
}
else
{
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
pPlayer->nState = 1;
}
else
{
pPlayer->nState = 4;
}
}
}
break;
}
}
case 3:
case 9:
case 10:
case 11:
{
if (nWeapon == kWeaponMummified)
{
pPlayer->nCurrentWeapon = pPlayer->nLastWeapon;
nWeapon = pPlayer->nCurrentWeapon;
pPlayer->nState = 0;
break;
}
else if (nWeapon == kWeaponRing)
{
if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
if (!pPlayer->bIsFiring) {
pPlayer->nState = 1;
}
else {
break;
}
}
else
{
SelectNewWeapon(nPlayer);
}
Ra[nPlayer].nState = 0;
break;
}
else if (nWeapon == kWeaponM60)
{
CheckClip(nPlayer);
pPlayer->nState = 1;
break;
}
else if (nWeapon == kWeaponGrenade)
{
if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
pPlayer->nState = 0;
break;
}
else
{
SelectNewWeapon(nPlayer);
pPlayer->nState = 5;
pPlayer->nSeqSize2 = getSeqFrameCount(getSeqFromId(nSeq, WeaponInfo[kWeaponGrenade].b[0])) - 1; // CHECKME
goto loc_flag; // FIXME
}
}
else
{
if (pPlayer->bIsFiring && WeaponCanFire(nPlayer)) {
pPlayer->nState = 2;
break;
}
if (WeaponInfo[nWeapon].b[4] == -1)
{
pPlayer->nState = 1;
break;
}
if (nWeapon == kWeaponFlamer && (nSectFlag & kSectUnderwater))
{
pPlayer->nState = 1;
}
else
{
pPlayer->nState = 4;
}
}
break;
}
case 4:
{
pPlayer->nState = 1;
break;
}
case 5:
{
pPlayer->nCurrentWeapon = pPlayer->nNextWeapon;
nWeapon = pPlayer->nCurrentWeapon;
pPlayer->nState = 0;
pPlayer->nNextWeapon = -1;
SetWeaponStatus(nPlayer);
break;
}
}
// loc_26FC5
var_3C = getSeqFromId(WeaponInfo[nWeapon].nSeq, WeaponInfo[nWeapon].b[pPlayer->nState]);
pPlayer->nSeqSize2 = 0;
}
else
{
if (pPlayer->nState == 5)
{
pPlayer->nCurrentWeapon = pPlayer->nNextWeapon;
nWeapon = pPlayer->nCurrentWeapon;
pPlayer->nNextWeapon = -1;
pPlayer->nState = 0;
}
else
{
pPlayer->nState = 5;
}
pPlayer->nSeqSize2 = 0;
continue;
}
} // end of if (pPlayer->field_34 >= getSeqFrameCount(var_3C))
loc_flag:
// loc_27001
int nFrameFlag = getSeqFrameFlags(getSeqFrame(var_3C, pPlayer->nSeqSize2));
if (((!(nSectFlag & kSectUnderwater)) || nWeapon == kWeaponRing) && (nFrameFlag & 4))
{
BuildFlash(nPlayer, 512);
AddFlash(
pPlayerActor->sector(),
pPlayerActor->spr.pos,
0);
}
if (nFrameFlag & 0x80)
{
int nAction = pPlayer->nAction;
int var_38 = 1;
if (nAction < 10 || nAction > 12) {
var_38 = 0;
}
if (nPlayer == nLocalPlayer) {
obobangle = bobangle = 512;
}
if (nWeapon == kWeaponFlamer && (!(nSectFlag & kSectUnderwater)))
{
pPlayer->nTemperature++;
if (pPlayer->nTemperature > 50)
{
pPlayer->nTemperature = 0;
pPlayer->nState = 4;
pPlayer->nSeqSize2 = 0;
}
}
int nAmmoType = WeaponInfo[nWeapon].nAmmoType;
DAngle nAngle = pPlayerActor->spr.Angles.Yaw;
auto thePos = pPlayerActor->spr.pos;
double nHeight = GetActorHeight(pPlayerActor) * -0.5;
if (nAction < 6)
{
nHeight -= 7;
}
else
{
if (!var_38)
{
nHeight += 4;
}
else {
nHeight -= 10;
}
}
auto pSectorB = pPlayerActor->sector();
switch (nWeapon)
{
// loc_27266:
case kWeaponSword:
{
nHeight += pPlayerActor->spr.Angles.Pitch.Tan() * 32.;
thePos.Z += nHeight;
int var_28;
if (pPlayer->nState == 2) {
var_28 = 6;
}
else {
var_28 = 9;
}
auto cRange = CheckCloseRange(nPlayer, thePos, &pSectorB);
if (cRange.type != kHitNone)
{
int nDamage = BulletInfo[kWeaponSword].nDamage;
if (pPlayer->nDouble) {
nDamage *= 2;
}
//if (cRange.type != kHitNone)
{
if (cRange.type == kHitWall)
{
// loc_2730E:
var_28 += 2;
}
else if (cRange.type == kHitSprite)
{
auto pActor2 = cRange.actor();
if (pActor2->spr.cstat & (CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_ONE_SIDE))
{
var_28 += 2;
}
else if (pActor2->spr.statnum > 90 && pActor2->spr.statnum <= 199)
{
runlist_DamageEnemy(pActor2, pPlayerActor, nDamage);
if (pActor2->spr.statnum < 102) {
var_28++;
}
else if (pActor2->spr.statnum == 102)
{
// loc_27370:
BuildAnim(nullptr, 12, 0, thePos, pSectorB, 0.46875, 0);
}
else if (pActor2->spr.statnum == kStatExplodeTrigger) {
var_28 += 2;
}
else {
var_28++;
}
}
else
{
// loc_27370:
BuildAnim(nullptr, 12, 0, thePos, pSectorB, 0.46875, 0);
}
}
}
}
// loc_27399:
pPlayer->nState = var_28;
pPlayer->nSeqSize2 = 0;
break;
}
case kWeaponFlamer:
{
if (nSectFlag & kSectUnderwater)
{
DoBubbles(nPlayer);
pPlayer->nState = 1;
pPlayer->nSeqSize2 = 0;
StopActorSound(pPlayerActor);
break;
}
else
{
if (var_38) {
nHeight += 3;
}
else {
nHeight -= 10;
}
// fall through to case 1 (kWeaponPistol)
[[fallthrough]];
}
}
case kWeaponM60:
{
if (nWeapon == kWeaponM60) { // hack(?) to do fallthrough from kWeapon3 into kWeaponPistol without doing the nQuake[] change
pPlayer->nQuake = 0.5;
}
// fall through
[[fallthrough]];
}
case kWeaponPistol:
{
double h = pPlayerActor->spr.Angles.Pitch.Tan() * 2.;
nHeight += h;
DExhumedActor* target = nullptr;
if (pPlayer->pTarget != nullptr && Autoaim(nPlayer))
{
DExhumedActor* t = pPlayer->pTarget;
// only autoaim if target is in front of the player.
assert(t->sector());
DAngle angletotarget = (t->spr.pos - pPlayerActor->spr.pos).Angle();
DAngle anglediff = absangle(pPlayerActor->spr.Angles.Yaw, angletotarget);
if (anglediff < DAngle90)
{
target = t;
h = 0;
}
}
BuildBullet(pPlayerActor, nAmmoType, nHeight, nAngle, target, var_1C, -int(h * zworldtoint));
break;
}
case kWeaponGrenade:
{
ThrowGrenade(nPlayer, nHeight - 10, pPlayerActor->spr.Angles.Pitch.Tan());
break;
}
case kWeaponStaff:
{
BuildSnake(nPlayer, nHeight);
pPlayer->nQuake = 2.;
pPlayer->nThrust -= pPlayerActor->spr.Angles.Yaw.ToVector() * 2;
break;
}
case kWeaponRing:
break;
case kWeaponMummified:
{
int nDamage = BulletInfo[kWeaponMummified].nDamage;
if (pPlayer->nDouble) {
nDamage *= 2;
}
runlist_RadialDamageEnemy(pPlayerActor, nDamage, BulletInfo[kWeaponMummified].nRadius);
break;
}
}
// end of switch, loc_2753E:
if (nWeapon < kWeaponMummified)
{
if (nWeapon != kWeaponGrenade)
{
if (WeaponInfo[nWeapon].d) {
AddAmmo(nPlayer, nAmmoType, -1);
}
if (nWeapon == kWeaponM60) {
pPlayer->nPlayerClip--;
}
else if (nWeapon == kWeaponPistol) {
pPlayer->nPistolClip--;
}
}
if (!WeaponInfo[nWeapon].d || pPlayer->nAmmo[WeaponInfo[nWeapon].nAmmoType])
{
if (nWeapon == kWeaponM60 && pPlayer->nPlayerClip <= 0)
{
pPlayer->nState = 3;
pPlayer->nSeqSize2 = 0;
// goto loc_27609:
}
}
else if (nWeapon != kWeaponGrenade)
{
SelectNewWeapon(nPlayer);
// go to loc_27609:
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DrawWeapons(double interpfrac)
{
if (bCamera) {
return;
}
int nWeapon = PlayerList[nLocalPlayer].nCurrentWeapon;
if (nWeapon < -1) {
return;
}
int var_34 = PlayerList[nLocalPlayer].nState;
int var_30 = getSeqFromId(WeaponInfo[nWeapon].nSeq);
int var_28 = var_30 + WeaponInfo[nWeapon].b[var_34];
int8_t nShade = PlayerList[nLocalPlayer].pActor->sector()->ceilingshade;
int nDouble = PlayerList[nLocalPlayer].nDouble;
int nPal = kPalNormal;
if (nDouble)
{
if (isRed) {
nPal = kPalRedBrite;
}
isRed = isRed == 0;
}
nPal = RemapPLU(nPal);
double xOffset = 0, yOffset = 0;
bool screenalign = false;
if (cl_weaponsway)
{
double nBobAngle, nVal;
if (cl_hudinterpolation)
{
nBobAngle = interpolatedvalue<double>(obobangle, bobangle, interpfrac);
nVal = interpolatedvalue<double>(PlayerList[nLocalPlayer].ototalvel, PlayerList[nLocalPlayer].totalvel, interpfrac);
}
else
{
nBobAngle = bobangle;
nVal = PlayerList[nLocalPlayer].totalvel;
}
yOffset = nVal * fabs(BobVal(nBobAngle)) * (1. / 16.);
if (var_34 == 1)
{
xOffset = nVal * BobVal(nBobAngle + 512) * (1. / 8.);
}
}
else
{
obobangle = bobangle = 512;
}
if (nWeapon == 3 && var_34 == 1) {
seq_DrawPilotLightSeq(xOffset, yOffset);
}
else if (nWeapon == 8 || nWeapon == 9)
{
screenalign = true;
}
if (nWeapon < 0) {
nShade = PlayerList[nLocalPlayer].pActor->spr.shade;
}
const auto weaponOffsets = PlayerList[nLocalPlayer].Angles.getWeaponOffsets(interpfrac);
const auto angle = weaponOffsets.second;
xOffset += weaponOffsets.first.X;
yOffset += weaponOffsets.first.Y;
seq_DrawGunSequence(var_28, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal, angle, screenalign);
if (nWeapon != kWeaponM60)
return;
switch (var_34)
{
default:
return;
case 0:
{
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
if (nClip <= 0)
return;
int nSeqOffset;
if (nClip <= 3)
{
nSeqOffset = var_30 + 1;
}
else if (nClip <= 6)
{
nSeqOffset = var_30 + 2;
}
else if (nClip <= 25)
{
nSeqOffset = var_30 + 3;
}
else //if (nClip > 25)
{
nSeqOffset = var_30 + 4;
}
seq_DrawGunSequence(nSeqOffset, PlayerList[nLocalPlayer].nSeqSize2, xOffset, yOffset, nShade, nPal, angle);
return;
}
case 1:
{
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
int edx = (nClip % 3) * 4;
if (nClip <= 0) {
return;
}
seq_DrawGunSequence(var_30 + 8, edx, xOffset, yOffset, nShade, nPal, angle);
if (nClip <= 3) {
return;
}
seq_DrawGunSequence(var_30 + 9, edx, xOffset, yOffset, nShade, nPal, angle);
if (nClip <= 6) {
return;
}
seq_DrawGunSequence(var_30 + 10, edx, xOffset, yOffset, nShade, nPal, angle);
if (nClip <= 25) {
return;
}
seq_DrawGunSequence(var_30 + 11, edx, xOffset, yOffset, nShade, nPal, angle);
return;
}
case 2:
{
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
int dx = PlayerList[nLocalPlayer].nSeqSize2;
if (nClip <= 0) {
return;
}
seq_DrawGunSequence(var_30 + 8, dx, xOffset, yOffset, nShade, nPal, angle);
if (nClip <= 3) {
return;
}
seq_DrawGunSequence(var_30 + 9, dx, xOffset, yOffset, nShade, nPal, angle);
if (nClip <= 6) {
return;
}
seq_DrawGunSequence(var_30 + 10, dx, xOffset, yOffset, nShade, nPal, angle);
if (nClip <= 25) {
return;
}
seq_DrawGunSequence(var_30 + 11, dx, xOffset, yOffset, nShade, nPal, angle);
return;
}
case 3:
case 4:
return;
case 5:
{
int nClip = PlayerList[nLocalPlayer].nPlayerClip;
int ax = PlayerList[nLocalPlayer].nSeqSize2;
if (nClip <= 0) {
return;
}
int nSeqOffset;
if (nClip <= 3)
{
nSeqOffset = var_30 + 20;
}
else if (nClip <= 6)
{
nSeqOffset = var_30 + 19;
}
else if (nClip <= 25)
{
nSeqOffset = var_30 + 18;
}
else
{
nSeqOffset = var_30 + 17;
}
seq_DrawGunSequence(nSeqOffset, ax, xOffset, yOffset, nShade, nPal, angle);
return;
}
}
}
END_PS_NS