- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating. - Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
52 lines
849 B
C++
52 lines
849 B
C++
#pragma once
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#include "vectors.h"
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class DPSprite;
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class player_t;
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class AActor;
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enum area_t : int;
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struct FSpriteModelFrame;
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struct HWDrawInfo;
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class FGameTexture;
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struct WeaponPosition
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{
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float wx, wy;
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float bobx, boby;
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DPSprite *weapon;
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};
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struct WeaponLighting
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{
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FColormap cm;
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int lightlevel;
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bool isbelow;
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};
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struct HUDSprite
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{
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AActor *owner;
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DPSprite *weapon;
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FGameTexture *texture;
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FSpriteModelFrame *mframe;
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FColormap cm;
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int lightlevel;
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PalEntry ObjectColor;
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FRenderStyle RenderStyle;
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float alpha;
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int OverrideShader;
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float mx, my;
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float dynrgb[3];
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int lightindex;
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void SetBright(bool isbelow);
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bool GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *viewsector, WeaponLighting &light);
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bool GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy, player_t *player, double ticfrac);
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};
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