- Replaced WALLF_AUTOCONTRAST with WALLF_NOFAKECONTRAST so that the
default setting for the flags is 0. - Added: doom2day's smoothlighting - Added: dontincrement argument to A_CheckForReload. SVN r1179 (trunk)
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12 changed files with 64 additions and 27 deletions
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@ -2192,13 +2192,20 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
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ACTION_PARAM_START(2);
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ACTION_PARAM_INT(count, 0);
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ACTION_PARAM_STATE(jump, 1);
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ACTION_PARAM_BOOL(dontincrement, 2)
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if (count <= 0) return;
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AWeapon *weapon = self->player->ReadyWeapon;
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weapon->ReloadCounter = (weapon->ReloadCounter+1) % count;
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int ReloadCounter = weapon->ReloadCounter;
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if(!dontincrement || ReloadCounter != 0)
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ReloadCounter = (weapon->ReloadCounter+1) % count;
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else // 0 % 1 = 1? So how do we check if the weapon was never fired? We should only do this when we're not incrementing the counter though.
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ReloadCounter = 1;
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// If we have not made our last shot...
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if (weapon->ReloadCounter != 0)
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if (ReloadCounter != 0)
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{
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// Go back to the refire frames, instead of continuing on to the reload frames.
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ACTION_JUMP(jump);
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@ -2208,6 +2215,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
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// We need to reload. However, don't reload if we're out of ammo.
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weapon->CheckAmmo( false, false );
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}
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if(!dontincrement)
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weapon->ReloadCounter = ReloadCounter;
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}
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//===========================================================================
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