Add a cvar to control weapon bobbing while firing

This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.

The default value of 0 preserves the old behavior.
This commit is contained in:
Hugo Locurcio 2020-01-18 01:45:42 +01:00 committed by Christoph Oelckers
commit 80c5b4d37b
6 changed files with 25 additions and 10 deletions

View file

@ -810,6 +810,7 @@ xx(MoveBob)
xx(StillBob)
xx(ClassicFlight)
xx(WBobSpeed)
xx(WBobFire)
xx(PlayerClass)
xx(MonsterClass)
xx(MorphedMonster)

View file

@ -65,6 +65,7 @@ CVAR (Bool, neverswitchonpickup, false, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Float, movebob, 0.25f, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Float, stillbob, 0.f, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Float, wbobspeed, 1.f, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Float, wbobfire, 0.f, CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (String, playerclass, "Fighter", CVAR_USERINFO | CVAR_ARCHIVE);
CVAR (Bool, classicflight, false, CVAR_USERINFO | CVAR_ARCHIVE);
@ -80,6 +81,7 @@ enum
INFO_MoveBob,
INFO_StillBob,
INFO_WBobSpeed,
INFO_WBobFire,
INFO_PlayerClass,
INFO_ColorSet,
INFO_ClassicFlight,

View file

@ -232,6 +232,10 @@ struct userinfo_t : TMap<FName,FBaseCVar *>
{
return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobSpeed));
}
double GetWBobFire() const
{
return *static_cast<FFloatCVar *>(*CheckKey(NAME_WBobFire));
}
int GetPlayerClassNum() const
{
return *static_cast<FIntCVar *>(*CheckKey(NAME_PlayerClass));

View file

@ -790,6 +790,12 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, GetWBobSpeed)
ACTION_RETURN_FLOAT(self->userinfo.GetWBobSpeed());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetWBobFire)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
ACTION_RETURN_FLOAT(self->userinfo.GetWBobFire());
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, GetMoveBob)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);