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- Blood: Replace all numerical constants for player's nextWeapon
with enum values.
This commit is contained in:
parent
6f08eb2292
commit
cd5e01818a
4 changed files with 10 additions and 10 deletions
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@ -103,7 +103,7 @@ void SetWeapons(bool stat)
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// Keep the pitchfork to avoid freeze
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gMe->hasWeapon[1] = 1;
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gMe->curWeapon = kWeapNone;
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gMe->nextWeapon = 1;
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gMe->nextWeapon = kWeapPitchFork;
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}
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viewSetMessage(GStrings("TXTB_NOWEAP"));
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}
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@ -401,7 +401,7 @@ const char* GameInterface::GenericCheat(int player, int cheat)
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gMe->pXSprite->health = 16;
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gMe->hasWeapon[1] = 1;
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gMe->curWeapon = kWeapNone;
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gMe->nextWeapon = 1;
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gMe->nextWeapon = kWeapPitchFork;
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break;
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default:
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@ -2040,7 +2040,7 @@ void trPlayerCtrlEraseStuff(XSPRITE* pXSource, PLAYER* pPlayer) {
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pPlayer->hasWeapon[1] = true;
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pPlayer->curWeapon = kWeapNone;
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pPlayer->nextWeapon = 1;
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pPlayer->nextWeapon = kWeapPitchFork;
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WeaponRaise(pPlayer);
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if (pXSource->data2) break;
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@ -2110,7 +2110,7 @@ void trPlayerCtrlGiveStuff(XSPRITE* pXSource, PLAYER* pPlayer, TRPLAYERCTRL* pCt
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break;
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}
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if (pPlayer->hasWeapon[weapon] && pXSource->data4 == 0) { // switch on it
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pPlayer->nextWeapon = 0;
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pPlayer->nextWeapon = kWeapNone;
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if (pPlayer->sceneQav >= 0 && spriRangeIsFine(pCtrl->qavScene.index)) {
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XSPRITE* pXScene = &xsprite[sprite[pCtrl->qavScene.index].extra];
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@ -722,7 +722,7 @@ void playerStart(int nPlayer, int bNewLevel)
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gFullMap = 0;
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pPlayer->throwPower = 0;
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pPlayer->deathTime = 0;
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pPlayer->nextWeapon = 0;
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pPlayer->nextWeapon = kWeapNone;
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xvel[pSprite->index] = yvel[pSprite->index] = zvel[pSprite->index] = 0;
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pInput->avel = 0;
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pInput->actions = 0;
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@ -2095,7 +2095,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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sfxKill3DSound(pPlayer->pSprite, -1, 441);
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pPlayer->weaponState = 0;
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pPlayer->newWeapon = pPlayer->nextWeapon;
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pPlayer->nextWeapon = 0;
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pPlayer->nextWeapon = kWeapNone;
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}
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}
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if (pPlayer->input.getNewWeapon() == WeaponSel_Next)
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@ -2105,7 +2105,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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{
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pPlayer->weaponState = 0;
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}
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pPlayer->nextWeapon = 0;
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pPlayer->nextWeapon = kWeapNone;
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int t;
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int weapon = WeaponFindNext(pPlayer, &t, 1);
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pPlayer->weaponMode[weapon] = t;
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@ -2127,7 +2127,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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{
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pPlayer->weaponState = 0;
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}
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pPlayer->nextWeapon = 0;
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pPlayer->nextWeapon = kWeapNone;
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int t;
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int weapon = WeaponFindNext(pPlayer, &t, 0);
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pPlayer->weaponMode[weapon] = t;
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@ -2163,7 +2163,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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pPlayer->input.setNewWeapon(0);
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pPlayer->weaponState = 0;
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pPlayer->nextWeapon = 0;
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pPlayer->nextWeapon = kWeapNone;
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int t = 0;
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pPlayer->weaponMode[weapon] = t;
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if (pPlayer->curWeapon)
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@ -2180,7 +2180,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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{
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sfxKill3DSound(pPlayer->pSprite, -1, 441);
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pPlayer->newWeapon = pPlayer->nextWeapon;
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pPlayer->nextWeapon = 0;
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pPlayer->nextWeapon = kWeapNone;
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}
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}
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if (pPlayer->weaponState == -1)
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