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- a little bit of cleanup on some code that repeatedly accessed some fields in AWeapon and produced far too many search results when looking for this.
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parent
8eb4697fbd
commit
b75ee1027a
3 changed files with 19 additions and 11 deletions
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@ -375,6 +375,8 @@ static bool DoSubstitution (FString &out, const char *in)
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{
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player_t *player = &players[consoleplayer];
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AWeapon *weapon = player->ReadyWeapon;
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auto ammo1 = weapon ? weapon->Ammo1 : nullptr;
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auto ammo2 = weapon ? weapon->Ammo2 : nullptr;
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const char *a, *b;
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a = in;
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@ -427,10 +429,10 @@ static bool DoSubstitution (FString &out, const char *in)
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}
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else
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{
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out.AppendFormat("%d", weapon->Ammo1 != NULL ? weapon->Ammo1->Amount : 0);
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if (weapon->Ammo2 != NULL)
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out.AppendFormat("%d", ammo1 != NULL ? ammo1->Amount : 0);
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if (ammo2 != NULL)
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{
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out.AppendFormat("/%d", weapon->Ammo2->Amount);
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out.AppendFormat("/%d", ammo2->Amount);
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}
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}
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}
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@ -439,16 +441,16 @@ static bool DoSubstitution (FString &out, const char *in)
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{
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if (strnicmp(a, "ammo", 4) == 0)
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{
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if (weapon == NULL || weapon->Ammo1 == NULL)
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if (ammo1 == NULL)
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{
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out += "no ammo";
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}
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else
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{
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out.AppendFormat("%s", weapon->Ammo1->GetClass()->TypeName.GetChars());
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if (weapon->Ammo2 != NULL)
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out.AppendFormat("%s", ammo1->GetClass()->TypeName.GetChars());
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if (ammo2 != NULL)
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{
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out.AppendFormat("/%s", weapon->Ammo2->GetClass()->TypeName.GetChars());
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out.AppendFormat("/%s", ammo2->GetClass()->TypeName.GetChars());
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}
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}
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}
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@ -1467,6 +1467,12 @@ public:
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return TRANSLATION(TRANSLATION_Players, int(CPlayer - players));
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}
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PClassActor *AmmoType(int no) const
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{
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auto w = StatusBar->CPlayer->ReadyWeapon;
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return w == nullptr ? nullptr : (no == 1 ? w->AmmoType1 : w->AmmoType2);
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}
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AInventory *ammo1, *ammo2;
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int ammocount1, ammocount2;
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AInventory *armor;
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@ -1874,7 +1874,7 @@ class CommandUsesAmmo : public SBarInfoNegatableFlowControl
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{
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SBarInfoNegatableFlowControl::Tick(block, statusBar, hudChanged);
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SetTruth(statusBar->CPlayer->ReadyWeapon != NULL && (statusBar->CPlayer->ReadyWeapon->AmmoType1 != NULL || statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL), block, statusBar);
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SetTruth(statusBar->AmmoType(1) || statusBar->AmmoType(2), block, statusBar);
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}
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};
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@ -1891,7 +1891,7 @@ class CommandUsesSecondaryAmmo : public CommandUsesAmmo
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{
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SBarInfoCommandFlowControl::Tick(block, statusBar, hudChanged);
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SetTruth(statusBar->CPlayer->ReadyWeapon != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType2 != NULL && statusBar->CPlayer->ReadyWeapon->AmmoType1 != statusBar->CPlayer->ReadyWeapon->AmmoType2, block, statusBar);
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SetTruth(statusBar->AmmoType(2) && statusBar->AmmoType(2) != statusBar->AmmoType(1), block, statusBar);
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}
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};
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@ -3247,8 +3247,8 @@ class CommandWeaponAmmo : public SBarInfoNegatableFlowControl
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if(statusBar->CPlayer->ReadyWeapon != NULL)
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{
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const PClass *AmmoType1 = statusBar->CPlayer->ReadyWeapon->AmmoType1;
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const PClass *AmmoType2 = statusBar->CPlayer->ReadyWeapon->AmmoType2;
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const PClass *AmmoType1 = statusBar->AmmoType(1);
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const PClass *AmmoType2 = statusBar->AmmoType(2);
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bool usesammo1 = (AmmoType1 != NULL);
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bool usesammo2 = (AmmoType2 != NULL);
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//if(!usesammo1 && !usesammo2) //if the weapon doesn't use ammo don't go though the trouble.
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