Changed the default layer indices and renamed them
Note that this doesn't compile yet
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c82620129c
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2f5ae3b51e
7 changed files with 52 additions and 44 deletions
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@ -1319,8 +1319,8 @@ void R_DrawPSprite(DPSprite *pspr, AActor *owner, float bobx, float boby, double
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if (tex->UseType == FTexture::TEX_Null)
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return;
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isweapon = ((pspr->GetID() > 0 && pspr->GetID() < ps_targetcenter) ||
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(pspr->GetID() >= NUMPSPRITES && pspr->GetCaller() && pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon))));
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isweapon = ((pspr->GetID() == PSP_WEAPON || pspr->GetID() == PSP_FLASH) ||
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(pspr->GetID() < PSP_TARGETCENTER && pspr->GetCaller()->IsKindOf(RUNTIME_CLASS(AWeapon))));
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if (pspr->firstTic)
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{ // Can't interpolate the first tic.
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@ -1627,7 +1627,7 @@ void R_DrawPlayerSprites ()
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P_BobWeapon (camera->player, &bobx, &boby, r_TicFracF);
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// Interpolate the main weapon layer once so as to be able to add it to other layers.
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if ((weapon = camera->player->FindPSprite(ps_weapon)) != nullptr)
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if ((weapon = camera->player->FindPSprite(PSP_WEAPON)) != nullptr)
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{
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if (weapon->firstTic)
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{
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@ -1651,7 +1651,7 @@ void R_DrawPlayerSprites ()
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while (psp)
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{
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// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
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if (psp->GetID() != ps_targetcenter || CrosshairImage == nullptr)
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if (psp->GetID() != PSP_TARGETCENTER || CrosshairImage == nullptr)
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{
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R_DrawPSprite(psp, camera, bobx, boby, wx, wy, r_TicFracF);
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}
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