- floatified quake and weapon code
This commit is contained in:
parent
2dbd79cc8d
commit
6557f3b8c8
13 changed files with 140 additions and 179 deletions
|
|
@ -1350,12 +1350,12 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
|
|||
{
|
||||
if (RenderTarget != screen || viewheight == RenderTarget->GetHeight())
|
||||
{
|
||||
vis->texturemid -= weapon->YAdjust;
|
||||
vis->texturemid -= FLOAT2FIXED(weapon->YAdjust);
|
||||
}
|
||||
else
|
||||
{
|
||||
vis->texturemid -= FixedMul (StatusBar->GetDisplacement (),
|
||||
weapon->YAdjust);
|
||||
FLOAT2FIXED(weapon->YAdjust));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1575,7 +1575,7 @@ void R_DrawPlayerSprites ()
|
|||
if (camera->player != NULL)
|
||||
{
|
||||
fixed_t centerhack = centeryfrac;
|
||||
fixed_t ofsx, ofsy;
|
||||
float ofsx, ofsy;
|
||||
|
||||
centery = viewheight >> 1;
|
||||
centeryfrac = centery << FRACBITS;
|
||||
|
|
@ -1590,7 +1590,7 @@ void R_DrawPlayerSprites ()
|
|||
// [RH] Don't draw the targeter's crosshair if the player already has a crosshair set.
|
||||
if (psp->state && (i != ps_targetcenter || CrosshairImage == NULL))
|
||||
{
|
||||
R_DrawPSprite (psp, i, camera, FLOAT2FIXED(psp->sx) + ofsx, FLOAT2FIXED(psp->sy) + ofsy);
|
||||
R_DrawPSprite (psp, i, camera, FLOAT2FIXED(psp->sx + ofsx), FLOAT2FIXED(psp->sy + ofsy));
|
||||
}
|
||||
// [RH] Don't bob the targeter.
|
||||
if (i == ps_flash)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue