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Add weapon bob
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parent
99f0205645
commit
5085b0e793
18
main.c
18
main.c
@ -118,6 +118,9 @@ void SFG_init();
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#define SFG_WEAPON_IMAGE_SCALE 1
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#endif
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#define SFG_WEAPONBOB_OFFSET_PIXELS \
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(SFG_WEAPONBOB_OFFSET * SFG_WEAPON_IMAGE_SCALE)
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#define SFG_WEAPON_IMAGE_POSITION_X \
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(SFG_GAME_RESOLUTION_X / 2 - (SFG_WEAPON_IMAGE_SCALE * SFG_TEXTURE_SIZE) / 2)
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@ -1302,10 +1305,17 @@ void SFG_draw()
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for (uint16_t i = 0; i < SFG_GAME_RESOLUTION_X; ++i)
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SFG_zBuffer[i] = 255;
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int16_t weaponBobOffset;
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#if SFG_HEADBOB_ENABLED
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RCL_Unit bobSin = RCL_sinInt(SFG_player.headBobFrame);
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RCL_Unit headBobOffset =
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(RCL_sinInt(SFG_player.headBobFrame) * SFG_HEADBOB_OFFSET) /
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RCL_UNITS_PER_SQUARE;
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(bobSin * SFG_HEADBOB_OFFSET) / RCL_UNITS_PER_SQUARE;
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weaponBobOffset =
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(bobSin * SFG_WEAPONBOB_OFFSET_PIXELS) / (RCL_UNITS_PER_SQUARE) +
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SFG_WEAPONBOB_OFFSET_PIXELS;
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// add head bob just for the rendering
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SFG_player.camera.height += headBobOffset;
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@ -1361,7 +1371,9 @@ SFG_GAME_RESOLUTION_X - 10 - 4 * (SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM
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,SFG_GAME_RESOLUTION_Y - 10 - SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM,SFG_FONT_SIZE_MEDIUM,7);
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SFG_blitImage(SFG_weaponImages[0],
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SFG_WEAPON_IMAGE_POSITION_X,SFG_WEAPON_IMAGE_POSITION_Y ,SFG_WEAPON_IMAGE_SCALE);
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SFG_WEAPON_IMAGE_POSITION_X,
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SFG_WEAPON_IMAGE_POSITION_Y + weaponBobOffset,
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SFG_WEAPON_IMAGE_SCALE);
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}
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}
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@ -108,6 +108,11 @@
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*/
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#define SFG_HEADBOB_OFFSET 200
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/**
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Weapon bobbing offset in weapon image pixels.
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*/
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#define SFG_WEAPONBOB_OFFSET 5
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/**
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Camera shearing (looking up/down) speed, in vertical resolutions per second.
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*/
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