Esempio n. 1
0
void P_BringUpWeapon (player_t *player)
{
    FState *newstate;
    AWeapon *weapon;

    if (player->PendingWeapon == WP_NOCHANGE)
    {
        if (player->ReadyWeapon != NULL)
        {
            player->psprites[ps_weapon].sy = WEAPONTOP;
            P_SetPsprite (player, ps_weapon, player->ReadyWeapon->GetReadyState());
        }
        return;
    }

    weapon = player->PendingWeapon;

    // If the player has a tome of power, use this weapon's powered up
    // version, if one is available.
    if (weapon != NULL &&
            weapon->SisterWeapon &&
            weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
            player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true))
    {
        weapon = weapon->SisterWeapon;
    }

    if (weapon != NULL)
    {
        if (weapon->UpSound)
        {
            S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
        }
        newstate = weapon->GetUpState ();
        player->refire = 0;
    }
    else
    {
        newstate = NULL;
    }
    player->PendingWeapon = WP_NOCHANGE;
    player->ReadyWeapon = weapon;
    player->psprites[ps_weapon].sy = player->cheats & CF_INSTANTWEAPSWITCH
                                     ? WEAPONTOP : WEAPONBOTTOM;
    P_SetPsprite (player, ps_weapon, newstate);
    // make sure that the previous weapon's flash state is terminated.
    // When coming here from a weapon drop it may still be active.
    P_SetPsprite(player, ps_flash, NULL);
    for(unsigned j = ps_user1; j <= NUMUSERPSPRITES; j++)
    {
        P_SetPsprite(player, j, NULL);
    }
    player->mo->weaponspecial = 0;
}
Esempio n. 2
0
void P_BringUpWeapon (player_t *player)
{
	AWeapon *weapon;

	if (player->PendingWeapon == WP_NOCHANGE)
	{
		if (player->ReadyWeapon != nullptr)
		{
			player->GetPSprite(PSP_WEAPON)->y = WEAPONTOP;
			P_SetPsprite(player, PSP_WEAPON, player->ReadyWeapon->GetReadyState());
		}
		return;
	}

	weapon = player->PendingWeapon;

	// If the player has a tome of power, use this weapon's powered up
	// version, if one is available.
	if (weapon != nullptr &&
		weapon->SisterWeapon &&
		weapon->SisterWeapon->WeaponFlags & WIF_POWERED_UP &&
		player->mo->FindInventory (RUNTIME_CLASS(APowerWeaponLevel2), true))
	{
		weapon = weapon->SisterWeapon;
	}

	player->PendingWeapon = WP_NOCHANGE;
	player->ReadyWeapon = weapon;
	player->mo->weaponspecial = 0;

	if (weapon != nullptr)
	{
		if (weapon->UpSound)
		{
			S_Sound (player->mo, CHAN_WEAPON, weapon->UpSound, 1, ATTN_NORM);
		}
		player->refire = 0;

		player->GetPSprite(PSP_WEAPON)->y = player->cheats & CF_INSTANTWEAPSWITCH
			? WEAPONTOP : WEAPONBOTTOM;
		// make sure that the previous weapon's flash state is terminated.
		// When coming here from a weapon drop it may still be active.
		P_SetPsprite(player, PSP_FLASH, nullptr);
		P_SetPsprite(player, PSP_WEAPON, weapon->GetUpState());
	}
}