macroize the weapon state checks in P_MovePsprites()

This commit is contained in:
Fabian Greffrath 2023-05-18 15:31:21 +02:00
parent 6721c93497
commit d912403233

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@ -1087,22 +1087,23 @@ void P_MovePsprites(player_t *player)
winfo = &weaponinfo[player->readyweapon];
state = psp->state - states;
#define LOWERING (psp->state->action.p2 == (actionf_p2)A_Lower || \
state == winfo->downstate)
#define RAISING (psp->state->action.p2 == (actionf_p2)A_Raise || \
state == winfo->upstate)
if (psp->state && !cosmetic_bobbing)
{
static fixed_t last_sy = WEAPONTOP;
psp->sx2 = FRACUNIT;
if (!psp->state->misc1 &&
psp->state->action.p2 != (actionf_p2)A_Lower &&
psp->state->action.p2 != (actionf_p2)A_Raise &&
state != winfo->downstate && state != winfo->upstate)
if (!psp->state->misc1 && !LOWERING && !RAISING)
{
last_sy = psp->sy2;
psp->sy2 = WEAPONTOP;
}
else if (psp->state->action.p2 == (actionf_p2)A_Lower ||
state == winfo->downstate)
else if (LOWERING)
{
// We want to move smoothly from where we were
psp->sy2 -= (last_sy - WEAPONTOP);
@ -1111,10 +1112,7 @@ void P_MovePsprites(player_t *player)
else if (psp->state && (cosmetic_bobbing == BOBBING_75 || center_weapon || uncapped))
{
// [FG] don't center during lowering and raising states
if (psp->state->misc1 ||
psp->state->action.p2 == (actionf_p2)A_Lower ||
psp->state->action.p2 == (actionf_p2)A_Raise ||
state == winfo->downstate || state == winfo->upstate)
if (psp->state->misc1 || LOWERING || RAISING)
{
}
// [FG] not attacking means idle
@ -1130,6 +1128,9 @@ void P_MovePsprites(player_t *player)
}
}
#undef LOWERING
#undef RAISING
player->psprites[ps_flash].sx2 = player->psprites[ps_weapon].sx2;
player->psprites[ps_flash].sy2 = player->psprites[ps_weapon].sy2;
}