Example #1
0
void P_SetupPsprites(player_t *player, bool startweaponup)
{
	// Remove all psprites
	player->DestroyPSprites();

	// Spawn the ready weapon
	player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
	P_BringUpWeapon (player);
}
Example #2
0
void P_MovePsprites (player_t *player)
{
	int i;
	pspdef_t *psp;
	FState *state;

	// [RH] If you don't have a weapon, then the psprites should be NULL.
	if (player->ReadyWeapon == NULL && (player->health > 0 || player->mo->DamageType != NAME_Fire))
	{
		P_SetPsprite (player, ps_weapon, NULL);
		P_SetPsprite (player, ps_flash, NULL);
		if (player->PendingWeapon != WP_NOCHANGE)
		{
			P_BringUpWeapon (player);
		}
	}
	else
	{
		psp = &player->psprites[0];
		for (i = 0; i < NUMPSPRITES; i++, psp++)
		{
			if ((state = psp->state) != NULL && psp->processPending) // a null state means not active
			{
				// drop tic count and possibly change state
				if (psp->tics != -1)	// a -1 tic count never changes
				{
					psp->tics--;

					// [BC] Apply double firing speed.
					if ( psp->tics && (player->cheats & CF_DOUBLEFIRINGSPEED))
						psp->tics--;

					if(!psp->tics)
					{
						P_SetPsprite (player, i, psp->state->GetNextState());
					}
				}
			}
		}
		player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
		player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
		P_CheckWeaponSwitch (player);
		if (player->WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
		{
			P_CheckWeaponFire (player);
		}
		if (player->WeaponState & WF_WEAPONRELOADOK)
		{
			P_CheckWeaponReload (player);
		}
		if (player->WeaponState & WF_WEAPONZOOMOK)
		{
			P_CheckWeaponZoom (player);
		}
	}
}
Example #3
0
DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{
	PARAM_ACTION_PROLOGUE;

	player_t *player = self->player;
	DPSprite *psp;

	if (nullptr == player)
	{
		return 0;
	}
	if (nullptr == player->ReadyWeapon)
	{
		P_BringUpWeapon(player);
		return 0;
	}
	psp = player->GetPSprite(PSP_WEAPON);
	if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
	{
		psp->y = WEAPONBOTTOM;
	}
	else
	{
		psp->y += LOWERSPEED;
	}
	if (psp->y < WEAPONBOTTOM)
	{ // Not lowered all the way yet
		return 0;
	}
	if (player->playerstate == PST_DEAD)
	{ // Player is dead, so don't bring up a pending weapon
		// Player is dead, so keep the weapon off screen
		P_SetPsprite(player, PSP_FLASH, nullptr);
		psp->SetState(player->ReadyWeapon->FindState(NAME_DeadLowered));
		return 0;
	}
	// [RH] Clear the flash state. Only needed for Strife.
	P_SetPsprite(player, PSP_FLASH, nullptr);
	P_BringUpWeapon (player);
	return 0;
}
Example #4
0
OVERLAY void P_SetupPsprites(player_t *player)
{
  int i;

  // remove all psprites
  for (i=0; i<NUMPSPRITES; i++)
    player->psprites[i].state = NULL;

  // spawn the gun
  player->pendingweapon = player->readyweapon;
  P_BringUpWeapon(player);
}
Example #5
0
void P_SetupPsprites(player_t *player, bool startweaponup)
{
	int i;

	// Remove all psprites
	for (i = 0; i < NUMPSPRITES; i++)
	{
		player->psprites[i].state = NULL;
	}
	// Spawn the ready weapon
	player->PendingWeapon = !startweaponup ? player->ReadyWeapon : WP_NOCHANGE;
	P_BringUpWeapon (player);
}
Example #6
0
/**
 * Lowers current weapon, and changes weapon at bottom.
 */
void C_DECL A_Lower(player_t *player, pspdef_t *psp)
{
    psp->pos[VY] += LOWERSPEED;

    // Psprite state.
    player->plr->pSprites[0].state = DDPSP_DOWN;

    // Should we disable the lowering?
    if(!cfg.bobWeaponLower ||
       weaponInfo[player->readyWeapon][player->class_].mode[0].staticSwitch)
    {
        DD_SetInteger(DD_WEAPON_OFFSET_SCALE_Y, 0);
    }

    // Is already down.
    if(psp->pos[VY] < WEAPONBOTTOM)
        return;

    // Player is dead.
    if(player->playerState == PST_DEAD)
    {
        psp->pos[VY] = WEAPONBOTTOM;

        // Don't bring weapon back up.
        return;
    }

    if(player->readyWeapon == WT_SIXTH) // jd64
        P_SetPsprite(player, ps_flash, S_NULL);

    // The old weapon has been lowered off the screen, so change the weapon
    // and start raising it.
    if(!player->health)
    {
        // Player is dead, so keep the weapon off screen.
        P_SetPsprite(player, ps_weapon, S_NULL);
        return;
    }

    player->readyWeapon = player->pendingWeapon;
    player->update |= PSF_READY_WEAPON;

    // Should we suddenly lower the weapon?
    if(cfg.bobWeaponLower && !weaponInfo[player->readyWeapon][player->class_].mode[0].staticSwitch)
    {
        DD_SetInteger(DD_WEAPON_OFFSET_SCALE_Y, 1000);
    }

    P_BringUpWeapon(player);
}
Example #7
0
void player_t::TickPSprites()
{
	DPSprite *pspr = psprites;
	while (pspr)
	{
		// Destroy the psprite if it's from a weapon that isn't currently selected by the player
		// or if it's from an inventory item that the player no longer owns. 
		if ((pspr->Caller == nullptr ||
			(pspr->Caller->IsKindOf(RUNTIME_CLASS(AInventory)) && barrier_cast<AInventory *>(pspr->Caller)->Owner != pspr->Owner->mo) ||
			(pspr->Caller->IsKindOf(RUNTIME_CLASS(AWeapon)) && pspr->Caller != pspr->Owner->ReadyWeapon)))
		{
			pspr->Destroy();
		}
		else
		{
			pspr->Tick();
		}

		pspr = pspr->Next;
	}

	if ((health > 0) || (ReadyWeapon != nullptr && !(ReadyWeapon->WeaponFlags & WIF_NODEATHINPUT)))
	{
		if (ReadyWeapon == nullptr)
		{
			if (PendingWeapon != WP_NOCHANGE)
				P_BringUpWeapon(this);
		}
		else
		{
			P_CheckWeaponSwitch(this);
			if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
			{
				P_CheckWeaponFire(this);
			}
			// Check custom buttons
			P_CheckWeaponButtons(this);
		}
	}
}
Example #8
0
//
// A_Lower
// Lowers current weapon,
//	and changes weapon at bottom.
//
void A_Lower(player_t* player, pspdef_t* psp)
{
    psp->sy += LOWERSPEED;
    
    // Is already down.
    if(psp->sy < WEAPONBOTTOM )
        return;
    
    // Player is dead.
    if(player->playerstate == PST_DEAD)
    {
        psp->sy = WEAPONBOTTOM;
        
        // don't bring weapon back up
        return;
    }

    //
    // [d64] stop plasma buzz
    //
    if(player->readyweapon == wp_plasma)
    {
        pls_buzzing = false;
        S_StopSound(NULL, sfx_electric);
    }
    
    // The old weapon has been lowered off the screen,
    // so change the weapon and start raising it
    if(!player->health)
    {
        // Player is dead, so keep the weapon off screen.
        P_SetPsprite(player,  ps_weapon, S_000);
        return;
    }
    
    P_SetPsprite(player, ps_flash, S_000);  //villsa
    
    player->readyweapon = player->pendingweapon;
    P_BringUpWeapon(player);
}
Example #9
0
//
// A_Lower
// Lowers current weapon,
//  and changes weapon at bottom.
//
void
A_Lower
(AActor *mo)
{
    player_t *player = mo->player;
    struct pspdef_s *psp = &player->psprites[player->psprnum];

	psp->sy += LOWERSPEED;
	weapon_ypos[player->id] += LOWERSPEED;

	// Not yet lowered to the bottom
	if (weapon_ypos[player->id] < WEAPONBOTTOM)
		return;

	// Player is dead.
	if (player->playerstate == PST_DEAD)
	{
		psp->sy = WEAPONBOTTOM;
		weapon_ypos[player->id] = WEAPONBOTTOM;

		// don't bring weapon back up
		return;
	}

	// The old weapon has been lowered off the screen,
	// so change the weapon and start raising it
	if (player->health <= 0)
	{
		// Player is dead, so keep the weapon off screen.
		P_SetPsprite (player,  ps_weapon, S_NULL);
		return;
	}

	// haleyjd 03/28/10: do not assume pendingweapon is valid
	if (player->pendingweapon < NUMWEAPONS)
		player->readyweapon = player->pendingweapon;

	P_BringUpWeapon (player);
}
Example #10
0
DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{
	PARAM_ACTION_PROLOGUE;

	player_t *player = self->player;
	pspdef_t *psp;

	if (NULL == player)
	{
		return 0;
	}
	psp = &player->psprites[ps_weapon];
	if (player->morphTics || player->cheats & CF_INSTANTWEAPSWITCH)
	{
		psp->sy = WEAPONBOTTOM;
	}
	else
	{
		psp->sy += LOWERSPEED;
	}
	if (psp->sy < WEAPONBOTTOM)
	{ // Not lowered all the way yet
		return 0;
	}
	if (player->playerstate == PST_DEAD)
	{ // Player is dead, so don't bring up a pending weapon
		psp->sy = WEAPONBOTTOM;
	
		// Player is dead, so keep the weapon off screen
		P_SetPsprite (player,  ps_weapon, NULL);
		return 0;
	}
	// [RH] Clear the flash state. Only needed for Strife.
	P_SetPsprite (player, ps_flash, NULL);
	P_BringUpWeapon (player);
	return 0;
}
Example #11
0
void A_Lower(player_t *player, pspdef_t *psp)
{

  //Added reload speeds for Musket Doom
  //-jukeri12  26.8.2015
  if (player->readyweapon==wp_pistol && player->reloading==true)
     psp->sy += LOWERSPEED/6;
  else if (player->readyweapon==wp_shotgun && player->reloading==true)
     psp->sy += LOWERSPEED/8;
  else
     psp->sy += LOWERSPEED/2;

  // Is already down.
  if (psp->sy < WEAPONBOTTOM)
    return;

  // Player is dead.
  if (player->playerstate == PST_DEAD)
    {
      psp->sy = WEAPONBOTTOM;
      return;      // don't bring weapon back up
    }

  // The old weapon has been lowered off the screen,
  // so change the weapon and start raising it

  if (!player->health)
    {      // Player is dead, so keep the weapon off screen.
      P_SetPsprite(player,  ps_weapon, S_NULL);
      return;
    }

  player->readyweapon = player->pendingweapon;

  P_BringUpWeapon(player);
}