- more char removal - mostly weapon.cpp

This commit is contained in:
Christoph Oelckers 2021-04-17 10:34:12 +02:00
parent 9828b0228e
commit 0cdb7a53ce
2 changed files with 24 additions and 24 deletions

View file

@ -50,7 +50,7 @@ void WeaponInit(void);
void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, int smoothratio);
void WeaponRaise(PLAYER *pPlayer);
void WeaponLower(PLAYER *pPlayer);
char WeaponUpgrade(PLAYER *pPlayer, char newWeapon);
int WeaponUpgrade(PLAYER *pPlayer, int newWeapon);
void WeaponProcess(PLAYER *pPlayer);
void WeaponUpdateState(PLAYER* pPlayer);
void teslaHit(spritetype *pMissile, int a2);

View file

@ -144,7 +144,7 @@ enum
QAV *weaponQAV[kQAVEnd];
char sub_4B1A4(PLAYER *pPlayer)
static bool sub_4B1A4(PLAYER *pPlayer)
{
switch (pPlayer->curWeapon)
{
@ -169,12 +169,12 @@ char sub_4B1A4(PLAYER *pPlayer)
return 0;
}
char BannedUnderwater(int nWeapon)
static bool BannedUnderwater(int nWeapon)
{
return nWeapon == 7 || nWeapon == 6;
}
char CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
static bool CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
{
if (gInfiniteAmmo)
return 1;
@ -187,7 +187,7 @@ char CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
return pPlayer->ammoCount[ammotype] >= count;
}
char CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
static bool CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
{
if (gInfiniteAmmo)
return 1;
@ -200,7 +200,7 @@ char CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
return pPlayer->ammoCount[ammotype] >= count;
}
char checkAmmo2(PLAYER *pPlayer, int ammotype, int amount)
static bool checkAmmo2(PLAYER *pPlayer, int ammotype, int amount)
{
if (gInfiniteAmmo)
return 1;
@ -1735,7 +1735,7 @@ void FireBeast(int nTrigger, PLAYER * pPlayer)
actFireVector(pPlayer->pSprite, 0, pPlayer->zWeapon-pPlayer->pSprite->z, pPlayer->aim.dx+r1, pPlayer->aim.dy+r2, pPlayer->aim.dz+r3, VECTOR_TYPE_9);
}
char gWeaponUpgrade[][13] = {
uint8_t gWeaponUpgrade[][13] = {
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
{ 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },
@ -1751,9 +1751,9 @@ char gWeaponUpgrade[][13] = {
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 },
};
char WeaponUpgrade(PLAYER *pPlayer, char newWeapon)
int WeaponUpgrade(PLAYER *pPlayer, int newWeapon)
{
char weapon = pPlayer->curWeapon;
int weapon = pPlayer->curWeapon;
if (!sub_4B1A4(pPlayer) && (cl_weaponswitch&1) && (gWeaponUpgrade[pPlayer->curWeapon][newWeapon] || (cl_weaponswitch&2)))
weapon = newWeapon;
return weapon;
@ -1762,7 +1762,7 @@ char WeaponUpgrade(PLAYER *pPlayer, char newWeapon)
int OrderNext[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 1, 1 };
int OrderPrev[] = { 12, 12, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 1 };
char WeaponFindNext(PLAYER *pPlayer, int *a2, char bDir)
static int WeaponFindNext(PLAYER *pPlayer, int *a2, int bDir)
{
int weapon = pPlayer->curWeapon;
do
@ -1795,9 +1795,9 @@ char WeaponFindNext(PLAYER *pPlayer, int *a2, char bDir)
return weapon;
}
char WeaponFindLoaded(PLAYER *pPlayer, int *a2)
static int WeaponFindLoaded(PLAYER *pPlayer, int *a2)
{
char v4 = 1;
int v4 = 1;
int v14 = 0;
if (weaponModes[pPlayer->curWeapon].update > 1)
{
@ -1874,7 +1874,7 @@ int processSprayCan(PLAYER *pPlayer)
return 0;
}
char processTNT(PLAYER *pPlayer)
static bool processTNT(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
@ -1912,7 +1912,7 @@ char processTNT(PLAYER *pPlayer)
return 0;
}
char processProxy(PLAYER *pPlayer)
static bool processProxy(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
@ -1929,7 +1929,7 @@ char processProxy(PLAYER *pPlayer)
return 0;
}
char processRemote(PLAYER *pPlayer)
static bool processRemote(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
@ -1945,7 +1945,7 @@ char processRemote(PLAYER *pPlayer)
return 0;
}
char processLeech(PLAYER *pPlayer)
static bool processLeech(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
@ -1969,7 +1969,7 @@ char processLeech(PLAYER *pPlayer)
return 0;
}
char processTesla(PLAYER *pPlayer)
static bool processTesla(PLAYER *pPlayer)
{
switch (pPlayer->weaponState)
{
@ -2109,7 +2109,7 @@ void WeaponProcess(PLAYER *pPlayer) {
}
pPlayer->nextWeapon = 0;
int t;
char weapon = WeaponFindNext(pPlayer, &t, 1);
int weapon = WeaponFindNext(pPlayer, &t, 1);
pPlayer->weaponMode[weapon] = t;
if (VanillaMode())
{
@ -2131,7 +2131,7 @@ void WeaponProcess(PLAYER *pPlayer) {
}
pPlayer->nextWeapon = 0;
int t;
char weapon = WeaponFindNext(pPlayer, &t, 0);
int weapon = WeaponFindNext(pPlayer, &t, 0);
pPlayer->weaponMode[weapon] = t;
if (VanillaMode())
{
@ -2146,7 +2146,7 @@ void WeaponProcess(PLAYER *pPlayer) {
}
else if (pPlayer->input.getNewWeapon() == WeaponSel_Alt)
{
char weapon;
int weapon;
switch (pPlayer->curWeapon)
{
@ -2189,7 +2189,7 @@ void WeaponProcess(PLAYER *pPlayer) {
{
pPlayer->weaponState = 0;
int t;
char weapon = WeaponFindLoaded(pPlayer, &t);
int weapon = WeaponFindLoaded(pPlayer, &t);
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
@ -2263,7 +2263,7 @@ void WeaponProcess(PLAYER *pPlayer) {
{
pPlayer->weaponState = 0;
int t;
char weapon = WeaponFindLoaded(pPlayer, &t);
int weapon = WeaponFindLoaded(pPlayer, &t);
pPlayer->weaponMode[weapon] = t;
if (pPlayer->curWeapon)
{
@ -2597,11 +2597,11 @@ void teslaHit(spritetype *pMissile, int a2)
int nSector = pMissile->sectnum;
int nOwner = pMissile->owner;
GetClosestSpriteSectors(nSector, x, y, nDist, va4);
char v4 = 1;
bool v4 = true;
int v24 = -1;
actHitcodeToData(a2, &gHitInfo, &v24, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL);
if (a2 == 3 && v24 >= 0 && sprite[v24].statnum == kStatDude)
v4 = 0;
v4 = false;
int nSprite;
StatIterator it(kStatDude);
while ((nSprite = it.NextIndex()) >= 0)