Added A_OverlayFlags

Allows psprites to follow the weapon and/or the player's bobbing
This commit is contained in:
Leonard2 2016-05-26 21:51:52 +02:00
commit c82620129c
6 changed files with 122 additions and 44 deletions

View file

@ -141,6 +141,13 @@ DPSprite::DPSprite(player_t *owner, AInventory *caller, int id)
if (Next && Next->ID == ID && ID != 0)
Next->Destroy(); // Replace it.
if (ID == ps_weapon || ID == ps_flash || (ID >= NUMPSPRITES && Caller->IsKindOf(RUNTIME_CLASS(AWeapon))))
{
Flags |= PSPF_ADDBOB;
if (ID != ps_weapon)
Flags |= PSPF_ADDWEAPON;
}
}
//------------------------------------------------------------------------
@ -176,26 +183,9 @@ DPSprite *player_t::GetPSprite(psprnum_t layer)
{
assert(layer > 0 && layer < NUMPSPRITES);
DPSprite *weapon = nullptr;
DPSprite *pspr = psprites;
while (pspr)
{
if (pspr->ID == layer)
return pspr;
if (pspr->ID == ps_weapon)
weapon = pspr;
pspr = pspr->Next;
}
pspr = new DPSprite(this, ReadyWeapon, layer);
if (layer == ps_flash && weapon)
{
pspr->x = weapon->x;
pspr->y = weapon->y;
}
DPSprite *pspr = FindPSprite(layer);
if (pspr == nullptr)
pspr = new DPSprite(this, ReadyWeapon, layer);
return pspr;
}
@ -281,13 +271,16 @@ void DPSprite::SetState(FState *newstate, bool pending)
Tics = 1; // great for producing decals :)
}
if (newstate->GetMisc1())
{ // Set coordinates.
x = newstate->GetMisc1();
}
if (newstate->GetMisc2())
{
y = newstate->GetMisc2();
if (ID != ps_flash)
{ // It's still possible to set the flash layer's offsets with the action function.
if (newstate->GetMisc1())
{ // Set coordinates.
x = newstate->GetMisc1();
}
if (newstate->GetMisc2())
{
y = newstate->GetMisc2();
}
}
if (Owner->mo != nullptr)
@ -986,6 +979,35 @@ DEFINE_ACTION_FUNCTION(AInventory, A_WeaponOffset)
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_OverlayFlags
//
//---------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AInventory, A_OverlayFlags)
{
PARAM_ACTION_PROLOGUE;
PARAM_INT(layer);
PARAM_INT(flags);
PARAM_BOOL(set);
if (self->player == nullptr)
return 0;
DPSprite *pspr = self->player->FindPSprite(layer);
if (pspr == nullptr)
return 0;
if (set)
pspr->Flags |= flags;
else
pspr->Flags &= ~flags;
return 0;
}
//---------------------------------------------------------------------------
//
// PROC A_Lower
@ -1307,11 +1329,6 @@ void player_t::TickPSprites()
}
else
{
if (weapon && flash)
{
flash->x = weapon->x;
flash->y = weapon->y;
}
P_CheckWeaponSwitch(this);
if (WeaponState & (WF_WEAPONREADY | WF_WEAPONREADYALT))
{
@ -1359,7 +1376,7 @@ void DPSprite::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << Next << Caller << Owner
arc << Next << Caller << Owner << Flags
<< State << Tics << Sprite << Frame
<< ID << x << y << oldx << oldy;
}