Separating weapon wave from head wave...#110
Open
ExtraDrowsy wants to merge 2 commits intoluciusDXL:masterfrom
Open
Separating weapon wave from head wave...#110ExtraDrowsy wants to merge 2 commits intoluciusDXL:masterfrom
ExtraDrowsy wants to merge 2 commits intoluciusDXL:masterfrom
Conversation
fd4caa7 to
885f36b
Compare
ExtraDrowsy
commented
Jan 12, 2022
| @@ -1830,69 +1830,76 @@ namespace TFE_DarkForces | |||
| //s_282344 = 34 - dH; | |||
| } | |||
|
|
|||
Author
There was a problem hiding this comment.
This diff below looks big but all of the lines from this point to :1844 are unchanged except for the following:
- I removed the
ifblock that starts on line:1836and thus all of the code within that block down to:1885was indented left-ward (hence why the diff looks large). I removed it because we now need to run these calculations regardless of whether head waving is on since these are used for weapon waving. - Any assignments to
s_headwaveVerticalOffsetin this range of code now assign to a new local variableheadwaveVerticalOffset(see:1835). I essentially avoid modifyings_headwaveVerticalOffsetuntil I know the head waving is on and needs to be applied since modifyings_headwaveVerticalOffsetalters how player projectiles (like lasers from the blaster) are calculated.
ExtraDrowsy
commented
Jan 12, 2022
| } | ||
| } | ||
| setCameraOffset(0, s_headwaveVerticalOffset, 0); | ||
|
|
Author
There was a problem hiding this comment.
The code below is where the condition was moved to and what ultimately separates the head waving and weapon waving, as well as applying the new setting.
Owner
|
Hello, thanks for all the work with this. I have been focused on the GPU Renderer and version 1.0 but I will take a look at what you did here. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
This is to address issue #106 for head waving/bobbing. Based on the discussion that already took place:
To do this I added a new checkbox type setting to the "Hud" settings that controls weapon waving independently/separately from head waving.
At first I considered making this a hotkey like "head wave" but decided it was not ideal for the following reasons:
.msgfiles that render as on/off messages to the screen when theF6hotkey is pressed. Those Strings belong to the game not the source engine/port and I think original/base game files should always be utilized in a read-only manner which means rather than running through the same code that looks through the parsed.msgfiles, we'd have to have something that sources the Strings from literals in code or some other file.