- Blood: Replace all numerical constants for player's newWeapon with enum values.

This commit is contained in:
Mitchell Richters 2021-08-03 20:23:39 +10:00
parent ba94614078
commit 6f08eb2292
3 changed files with 28 additions and 33 deletions

View file

@ -2082,8 +2082,8 @@ void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCt
break; break;
} }
switch (weapon) { switch (weapon) {
case 11: // remote bomb case kWeapProximity: // remote bomb
case 12: // prox bomb case kWeapRemote: // prox bomb
pPlayer->hasWeapon[weapon] = true; pPlayer->hasWeapon[weapon] = true;
weapon--; weapon--;
pPlayer->ammoCount[weapon] = ClipHigh(pPlayer->ammoCount[weapon] + ((pXSource->data2 == 2) ? pXSource->data4 : 1), gAmmoInfo[weapon].max); pPlayer->ammoCount[weapon] = ClipHigh(pPlayer->ammoCount[weapon] + ((pXSource->data2 == 2) ? pXSource->data4 : 1), gAmmoInfo[weapon].max);

View file

@ -796,7 +796,7 @@ void playerReset(PLAYER *pPlayer)
pPlayer->hasWeapon[1] = 1; pPlayer->hasWeapon[1] = 1;
pPlayer->curWeapon = kWeapNone; pPlayer->curWeapon = kWeapNone;
pPlayer->qavCallback = -1; pPlayer->qavCallback = -1;
pPlayer->newWeapon = 1; pPlayer->newWeapon = kWeapPitchFork;
for (int i = 0; i < 14; i++) for (int i = 0; i < 14; i++)
{ {
pPlayer->weaponOrder[0][i] = dword_136400[i]; pPlayer->weaponOrder[0][i] = dword_136400[i];
@ -2134,7 +2134,7 @@ void PlayerSurvive(int, DBloodActor* actor)
sprintf(buffer, "%s lives again!", PlayerName(pPlayer->nPlayer)); sprintf(buffer, "%s lives again!", PlayerName(pPlayer->nPlayer));
viewSetMessage(buffer); viewSetMessage(buffer);
} }
pPlayer->newWeapon = 1; pPlayer->newWeapon = kWeapPitchFork;
} }
} }
} }

View file

@ -499,7 +499,7 @@ void WeaponRaise(PLAYER *pPlayer)
assert(pPlayer != NULL); assert(pPlayer != NULL);
int prevWeapon = pPlayer->curWeapon; int prevWeapon = pPlayer->curWeapon;
pPlayer->curWeapon = pPlayer->newWeapon; pPlayer->curWeapon = pPlayer->newWeapon;
pPlayer->newWeapon = 0; pPlayer->newWeapon = kWeapNone;
pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].ammoType; pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].ammoType;
switch (pPlayer->curWeapon) switch (pPlayer->curWeapon)
{ {
@ -667,7 +667,7 @@ void WeaponLower(PLAYER *pPlayer)
} }
else else
{ {
if (pPlayer->newWeapon == 6) if (pPlayer->newWeapon == kWeapDynamite)
{ {
pPlayer->weaponState = 2; pPlayer->weaponState = 2;
StartQAV(pPlayer, 11, -1, 0); StartQAV(pPlayer, 11, -1, 0);
@ -685,12 +685,12 @@ void WeaponLower(PLAYER *pPlayer)
StartQAV(pPlayer, 11, -1, 0); StartQAV(pPlayer, 11, -1, 0);
if (VanillaMode()) if (VanillaMode())
{ {
pPlayer->newWeapon = 0; pPlayer->newWeapon = kWeapNone;
WeaponLower(pPlayer); WeaponLower(pPlayer);
} }
else else
{ {
if (pPlayer->newWeapon == 6) if (pPlayer->newWeapon == kWeapDynamite)
{ {
pPlayer->weaponState = 2; pPlayer->weaponState = 2;
StartQAV(pPlayer, 11, -1, 0); StartQAV(pPlayer, 11, -1, 0);
@ -703,17 +703,17 @@ void WeaponLower(PLAYER *pPlayer)
} }
break; break;
case 3: case 3:
if (pPlayer->newWeapon == 6) if (pPlayer->newWeapon == kWeapDynamite)
{ {
pPlayer->weaponState = 2; pPlayer->weaponState = 2;
StartQAV(pPlayer, 11, -1, 0); StartQAV(pPlayer, 11, -1, 0);
return; return;
} }
else if (pPlayer->newWeapon == 7) else if (pPlayer->newWeapon == kWeapSpraycan)
{ {
pPlayer->weaponState = 1; pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0); StartQAV(pPlayer, 11, -1, 0);
pPlayer->newWeapon = 0; pPlayer->newWeapon = kWeapNone;
WeaponLower(pPlayer); WeaponLower(pPlayer);
} }
else else
@ -734,7 +734,7 @@ void WeaponLower(PLAYER *pPlayer)
} }
else else
{ {
if (pPlayer->newWeapon == 7) if (pPlayer->newWeapon == kWeapSpraycan)
{ {
pPlayer->weaponState = 2; pPlayer->weaponState = 2;
StartQAV(pPlayer, 17, -1, 0); StartQAV(pPlayer, 17, -1, 0);
@ -747,7 +747,7 @@ void WeaponLower(PLAYER *pPlayer)
WeaponRaise(pPlayer); WeaponRaise(pPlayer);
break; break;
case 3: case 3:
if (pPlayer->newWeapon == 7) if (pPlayer->newWeapon == kWeapSpraycan)
{ {
pPlayer->weaponState = 2; pPlayer->weaponState = 2;
StartQAV(pPlayer, 17, -1, 0); StartQAV(pPlayer, 17, -1, 0);
@ -2199,47 +2199,42 @@ void WeaponProcess(PLAYER *pPlayer) {
} }
if (pPlayer->newWeapon) if (pPlayer->newWeapon)
{ {
if (pPlayer->newWeapon == 6) if (pPlayer->newWeapon == kWeapDynamite)
{ {
if (pPlayer->curWeapon == kWeapDynamite) if (pPlayer->curWeapon == kWeapDynamite)
{ {
if (checkAmmo2(pPlayer, 10, 1)) if (checkAmmo2(pPlayer, 10, 1))
pPlayer->newWeapon = 11; pPlayer->newWeapon = kWeapProximity;
else if (checkAmmo2(pPlayer, 11, 1)) else if (checkAmmo2(pPlayer, 11, 1))
pPlayer->newWeapon = 12; pPlayer->newWeapon = kWeapRemote;
} }
else if (pPlayer->curWeapon == kWeapProximity) else if (pPlayer->curWeapon == kWeapProximity)
{ {
if (checkAmmo2(pPlayer, 11, 1)) if (checkAmmo2(pPlayer, 11, 1))
pPlayer->newWeapon = 12; pPlayer->newWeapon = kWeapRemote;
else if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0) else if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
pPlayer->newWeapon = 6; pPlayer->newWeapon = kWeapDynamite;
} }
else if (pPlayer->curWeapon == kWeapRemote) else if (pPlayer->curWeapon == kWeapRemote)
{ {
if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0) if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
pPlayer->newWeapon = 6; pPlayer->newWeapon = kWeapDynamite;
else if (checkAmmo2(pPlayer, 10, 1)) else if (checkAmmo2(pPlayer, 10, 1))
pPlayer->newWeapon = 11; pPlayer->newWeapon = kWeapProximity;
} }
else else
{ {
if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0) if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0)
pPlayer->newWeapon = 6; pPlayer->newWeapon = kWeapDynamite;
else if (checkAmmo2(pPlayer, 10, 1)) else if (checkAmmo2(pPlayer, 10, 1))
pPlayer->newWeapon = 11; pPlayer->newWeapon = kWeapVoodooDoll;
else if (checkAmmo2(pPlayer, 11, 1)) else if (checkAmmo2(pPlayer, 11, 1))
pPlayer->newWeapon = 12; pPlayer->newWeapon = kWeapRemote;
} }
} }
if (pPlayer->pXSprite->health == 0 || pPlayer->hasWeapon[pPlayer->newWeapon] == 0) if ((pPlayer->pXSprite->health == 0 || pPlayer->hasWeapon[pPlayer->newWeapon] == 0) || (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !sub_4B1A4(pPlayer)))
{ {
pPlayer->newWeapon = 0; pPlayer->newWeapon = kWeapNone;
return;
}
if (pPlayer->isUnderwater && BannedUnderwater(pPlayer->newWeapon) && !sub_4B1A4(pPlayer))
{
pPlayer->newWeapon = 0;
return; return;
} }
int nWeapon = pPlayer->newWeapon; int nWeapon = pPlayer->newWeapon;
@ -2251,7 +2246,7 @@ void WeaponProcess(PLAYER *pPlayer) {
{ {
if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11) if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11)
WeaponRaise(pPlayer); WeaponRaise(pPlayer);
pPlayer->newWeapon = 0; pPlayer->newWeapon = kWeapNone;
} }
else else
{ {
@ -2276,7 +2271,7 @@ void WeaponProcess(PLAYER *pPlayer) {
} }
if (nWeapon == pPlayer->curWeapon && v4c <= 1) if (nWeapon == pPlayer->curWeapon && v4c <= 1)
{ {
pPlayer->newWeapon = 0; pPlayer->newWeapon = kWeapNone;
return; return;
} }
int i = 0; int i = 0;
@ -2292,7 +2287,7 @@ void WeaponProcess(PLAYER *pPlayer) {
return; return;
} }
} }
pPlayer->newWeapon = 0; pPlayer->newWeapon = kWeapNone;
return; return;
} }
if (pPlayer->curWeapon && !CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1) && pPlayer->weaponAmmo != 11) if (pPlayer->curWeapon && !CheckAmmo(pPlayer, pPlayer->weaponAmmo, 1) && pPlayer->weaponAmmo != 11)