예제 #1
0
// This function replaces calls to A_WeaponReady in other codepointers.
void DoReadyWeapon(AActor *self)
{
	DoReadyWeaponToBob(self);
	DoReadyWeaponToFire(self);
	DoReadyWeaponToSwitch(self);
	DoReadyWeaponToGeneric(self, ~0);
}
예제 #2
0
// This function replaces calls to A_WeaponReady in other codepointers.
void DoReadyWeapon(AActor *self)
{
	DoReadyWeaponToBob(self);
	DoReadyWeaponToFire(self);
	DoReadyWeaponToSwitch(self);
	DoReadyWeaponToReload(self);
	DoReadyWeaponToZoom(self);
}
예제 #3
0
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
{
	PARAM_ACTION_PROLOGUE;
	PARAM_INT_OPT(flags)	{ flags = 0; }

													DoReadyWeaponToSwitch(self, !(flags & WRF_NoSwitch));
	if ((flags & WRF_NoFire) != WRF_NoFire)			DoReadyWeaponToFire(self, !(flags & WRF_NoPrimary), !(flags & WRF_NoSecondary));
	if (!(flags & WRF_NoBob))						DoReadyWeaponToBob(self);
													DoReadyWeaponToGeneric(self, flags);
	DoReadyWeaponDisableSwitch(self, flags & WRF_DisableSwitch);
	return 0;
}
예제 #4
0
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
{
	ACTION_PARAM_START(1);
	ACTION_PARAM_INT(paramflags, 0);

													DoReadyWeaponToSwitch(self, !(paramflags & WRF_NoSwitch));
	if ((paramflags & WRF_NoFire) != WRF_NoFire)	DoReadyWeaponToFire(self, !(paramflags & WRF_NoPrimary), !(paramflags & WRF_NoSecondary));
	if (!(paramflags & WRF_NoBob))					DoReadyWeaponToBob(self);
	if ((paramflags & WRF_AllowReload))				DoReadyWeaponToReload(self);
	if ((paramflags & WRF_AllowZoom))				DoReadyWeaponToZoom(self);

	DoReadyWeaponDisableSwitch(self, paramflags & WRF_DisableSwitch);
}