2.9 KiB
PSprite
A Player Sprite, paradoxically, is not the player themself, but the sprite within their view, such as their weapon. PSprites are arbitrarily layered by number, somewhat similar to HUDMessage
s. They are drawn ordered from lowest to highest.
The predefined layers are:
Name | Value | Description |
---|---|---|
PSprite.Flash |
1000 |
The layer used by A_GunFlash for gun flashes. |
PSprite.StrifeHands |
-1 |
The hands brought up by A_ItBurnsItBurns when the player in Strife dies of fire. |
PSprite.TargetCenter |
int.Max - 2 |
The middle of the targeting system view in Strife. |
PSprite.TargetLeft |
int.Max - 1 |
The left side of the targeting system view in Strife. |
PSprite.TargetRight |
int.Max |
The right side of the targeting system view in Strife. |
PSprite.Weapon |
1 |
The default layer for all weapons. |
class PSprite play
{
readonly State CurState;
readonly int ID;
readonly PSprite Next;
readonly PlayerInfo Owner;
double Alpha;
Actor Caller;
bool FirstTic;
int Frame;
double OldX;
double OldY;
bool ProcessPending;
spriteid Sprite;
int Tics;
double X;
double Y;
bool bADDBOB;
bool bADDWEAPON;
bool bCVARFAST;
bool bFLIP;
bool bPOWDOUBLE;
void SetState(State newstate, bool pending = false);
void Tick();
}
-
CurState
TODO
-
ID
TODO
-
Next
TODO
-
Owner
TODO
-
Alpha
The amount of translucency of the PSprite, range 0-1 inclusive.
-
Caller
TODO
-
FirstTic
TODO
-
Frame
Frame number of the sprite.
-
OldX
TODO
-
OldY
TODO
-
ProcessPending
TODO
-
Sprite
The sprite to display on this layer.
-
Tics
The number of game ticks before the next state takes over.
-
X
The offset from the weapon's normal resting position on the horizontal axis.
-
Y
The offset from the weapon's normal resting position on the vertical axis. Note that
32
is the real resting position because ofA_Raise
. -
bADDBOB
Adds the weapon's bobbing to this layer's offset.
-
bADDWEAPON
Adds the weapon layer's offsets to this layer's offset.
-
bCVARFAST
Layer will respect
sv_fastweapons
. -
bFLIP
Flips the weapon visually horizontally.
-
bPOWDOUBLE
Layer will respect
PowerDoubleFiringSpeed
. -
SetState
TODO
-
Tick
Called by
PlayerPawn::TickPSprites
to advance the frame.