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synced 2025-08-03 12:47:01 -04:00
minor clean-ups
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d096479bd2
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@ -1045,6 +1045,9 @@ void P_SetupPsprites(player_t *player)
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// Called every tic by player thinking routine.
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//
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#define WEAPON_CENTERED 1
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#define WEAPON_BOBBING 2
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void P_MovePsprites(player_t *player)
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{
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pspdef_t *psp = player->psprites;
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@ -1092,7 +1095,7 @@ void P_MovePsprites(player_t *player)
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{
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}
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// [FG] not attacking means idle
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else if (!player->attackdown || center_weapon == 2)
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else if (!player->attackdown || center_weapon == WEAPON_BOBBING)
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{
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int angle = (128*leveltime) & FINEMASK;
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psp->sx2 = FRACUNIT + FixedMul(player->bob, finecosine[angle]);
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@ -1100,7 +1103,7 @@ void P_MovePsprites(player_t *player)
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psp->sy2 = WEAPONTOP + FixedMul(player->bob, finesine[angle]);
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}
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// [FG] center the weapon sprite horizontally and push up vertically
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else if (center_weapon == 1)
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else if (center_weapon == WEAPON_CENTERED)
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{
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psp->sx2 = FRACUNIT;
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psp->sy2 = WEAPONTOP;
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@ -221,8 +221,6 @@ void R_RenderMaskedSegRange(drawseg_t *ds, int x1, int x2)
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// CALLED: CORE LOOPING ROUTINE.
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//
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static boolean didsolidcol; // True if at least one column was marked solid
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#define HEIGHTBITS 12
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#define HEIGHTUNIT (1<<HEIGHTBITS)
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@ -321,6 +319,8 @@ void R_FixWiggle (sector_t *sector)
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}
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}
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static boolean didsolidcol; // True if at least one column was marked solid
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static void R_RenderSegLoop (void)
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{
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fixed_t texturecolumn = 0; // shut up compiler warning
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