Exemplo n.º 1
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);
		}
	}
}
Exemplo n.º 2
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);
		}
	}
}