diff options
Diffstat (limited to 'src/strife/p_pspr.c')
-rw-r--r-- | src/strife/p_pspr.c | 55 |
1 files changed, 32 insertions, 23 deletions
diff --git a/src/strife/p_pspr.c b/src/strife/p_pspr.c index 4b269086..e68f145c 100644 --- a/src/strife/p_pspr.c +++ b/src/strife/p_pspr.c @@ -78,12 +78,13 @@ P_SetPsprite psp->state = state; psp->tics = state->tics; // could be 0 - if (state->misc1) + // villsa [STRIFE] unused + /*if (state->misc1) { // coordinate set psp->sx = state->misc1 << FRACBITS; psp->sy = state->misc2 << FRACBITS; - } + }*/ // Call action routine. // Modified handling. @@ -141,8 +142,9 @@ void P_BringUpWeapon (player_t* player) if (player->pendingweapon == wp_nochange) player->pendingweapon = player->readyweapon; - if (player->pendingweapon == wp_chainsaw) - S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds + // villsa [STRIFE] unused + /*if (player->pendingweapon == wp_chainsaw) + S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds*/ newstate = weaponinfo[player->pendingweapon].upstate; @@ -165,11 +167,12 @@ boolean P_CheckAmmo (player_t* player) ammo = weaponinfo[player->readyweapon].ammo; // Minimal amount for one shot varies. - if (player->readyweapon == wp_bfg) + // villsa [STRIFE] unused + /*if (player->readyweapon == wp_bfg) count = deh_bfg_cells_per_shot; else if (player->readyweapon == wp_supershotgun) count = 2; // Double barrel. - else + else*/ count = 1; // Regular. // Some do not need ammunition anyway. @@ -179,7 +182,8 @@ boolean P_CheckAmmo (player_t* player) // Out of ammo, pick a weapon to change to. // Preferences are set here. - do + // villsa [STRIFE] TODO - BEWARE, NO WEAPON PREFERENCE, MUST FIX! + /*do { if (player->weaponowned[wp_plasma] && player->ammo[am_cell] @@ -228,7 +232,7 @@ boolean P_CheckAmmo (player_t* player) player->pendingweapon = wp_fist; } - } while (player->pendingweapon == wp_nochange); + } while (player->pendingweapon == wp_nochange);*/ // Now set appropriate weapon overlay. P_SetPsprite (player, @@ -249,7 +253,8 @@ void P_FireWeapon (player_t* player) if (!P_CheckAmmo (player)) return; - P_SetMobjState (player->mo, S_PLAY_ATK1); + // villsa [STRIFE] TODO - verify + P_SetMobjState (player->mo, S_PLAY_05); newstate = weaponinfo[player->readyweapon].atkstate; P_SetPsprite (player, ps_weapon, newstate); P_NoiseAlert (player->mo, player->mo); @@ -286,17 +291,19 @@ A_WeaponReady int angle; // get out of attack state - if (player->mo->state == &states[S_PLAY_ATK1] - || player->mo->state == &states[S_PLAY_ATK2] ) + // villsa [STRIFE] TODO - verify + if (player->mo->state == &states[S_PLAY_05] + || player->mo->state == &states[S_PLAY_06] ) { - P_SetMobjState (player->mo, S_PLAY); + P_SetMobjState (player->mo, S_PLAY_00); } - if (player->readyweapon == wp_chainsaw + // villsa [STRIFE] unused + /*if (player->readyweapon == wp_chainsaw && psp->state == &states[S_SAW]) { S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds - } + }*/ // check for change // if player is dead, put the weapon away @@ -313,9 +320,10 @@ A_WeaponReady // the missile launcher and bfg do not auto fire if (player->cmd.buttons & BT_ATTACK) { + if ( !player->attackdown - || (player->readyweapon != wp_missile - && player->readyweapon != wp_bfg) ) + /*|| (player->readyweapon != wp_missile // villsa [STRIFE] unused? + && player->readyweapon != wp_bfg)*/ ) { player->attackdown = true; P_FireWeapon (player); @@ -449,7 +457,8 @@ A_GunFlash ( player_t* player, pspdef_t* psp ) { - P_SetMobjState (player->mo, S_PLAY_ATK2); + // villsa [STRIFE] TODO - verify + P_SetMobjState (player->mo, S_PLAY_06); P_SetPsprite (player,ps_flash,weaponinfo[player->readyweapon].flashstate); } @@ -667,7 +676,7 @@ A_FirePistol { S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds - P_SetMobjState (player->mo, S_PLAY_ATK2); + P_SetMobjState (player->mo, S_PLAY_06); // villsa [STRIFE] TODO - verify DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1); P_SetPsprite (player, @@ -690,7 +699,7 @@ A_FireShotgun int i; S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds - P_SetMobjState (player->mo, S_PLAY_ATK2); + P_SetMobjState (player->mo, S_PLAY_06); // villsa [STRIFE] TODO - verify DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1); @@ -720,7 +729,7 @@ A_FireShotgun2 S_StartSound (player->mo, sfx_swish); // villsa [STRIFE] TODO - fix sounds - P_SetMobjState (player->mo, S_PLAY_ATK2); + P_SetMobjState (player->mo, S_PLAY_06); // villsa [STRIFE] TODO - verify DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 2); @@ -756,14 +765,14 @@ A_FireCGun if (!player->ammo[weaponinfo[player->readyweapon].ammo]) return; - P_SetMobjState (player->mo, S_PLAY_ATK2); + P_SetMobjState (player->mo, S_PLAY_06); // villsa [STRIFE] TODO - verify DecreaseAmmo(player, weaponinfo[player->readyweapon].ammo, 1); - P_SetPsprite (player, + /*P_SetPsprite (player, ps_flash, weaponinfo[player->readyweapon].flashstate + psp->state - - &states[S_CHAIN1] ); + - &states[S_CHAIN1] );*/ P_BulletSlope (player->mo); |