mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 20:40:47 +00:00
- more renaming.
This commit is contained in:
parent
c13dd52e34
commit
678dedf224
3 changed files with 42 additions and 43 deletions
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@ -3736,7 +3736,7 @@ void actImpactMissile(spritetype *pMissile, int hitCode)
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break;
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case kMissileTeslaAlt:
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sub_51340(pMissile, hitCode);
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teslaHit(pMissile, hitCode);
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switch (hitCode) {
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case 0:
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case 4:
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@ -57,8 +57,7 @@ void WeaponLower(PLAYER *pPlayer);
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char WeaponUpgrade(PLAYER *pPlayer, char newWeapon);
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void WeaponProcess(PLAYER *pPlayer);
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void WeaponUpdateState(PLAYER* pPlayer);
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void sub_51340(spritetype *pMissile, int a2);
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void StartQAV(PLAYER* pPlayer, int nWeaponQAV, int a3 = -1, char a4 = 0);
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void teslaHit(spritetype *pMissile, int a2);
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void WeaponPrecache(HitList &hits);
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struct ZONE {
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@ -189,39 +189,39 @@ char BannedUnderwater(int nWeapon)
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return nWeapon == 7 || nWeapon == 6;
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}
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char sub_4B1FC(PLAYER *pPlayer, int a2, int a3, int a4)
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char CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
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{
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if (gInfiniteAmmo)
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return 1;
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if (a3 == -1)
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if (ammotype == -1)
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return 1;
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if (a2 == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
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if (weapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
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return 1;
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if (a2 == 9 && pPlayer->pXSprite->health > 0)
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if (weapon == 9 && pPlayer->pXSprite->health > 0)
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return 1;
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return pPlayer->ammoCount[a3] >= a4;
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return pPlayer->ammoCount[ammotype] >= count;
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}
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char CheckAmmo(PLAYER *pPlayer, int a2, int a3)
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char CheckAmmo(PLAYER *pPlayer, int ammotype, int count)
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{
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if (gInfiniteAmmo)
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return 1;
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if (a2 == -1)
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if (ammotype == -1)
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return 1;
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if (pPlayer->curWeapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
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return 1;
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if (pPlayer->curWeapon == 9 && pPlayer->pXSprite->health >= (a3<<4))
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if (pPlayer->curWeapon == 9 && pPlayer->pXSprite->health >= (count<<4))
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return 1;
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return pPlayer->ammoCount[a2] >= a3;
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return pPlayer->ammoCount[ammotype] >= count;
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}
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char checkAmmo2(PLAYER *pPlayer, int a2, int a3)
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char checkAmmo2(PLAYER *pPlayer, int ammotype, int amount)
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{
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if (gInfiniteAmmo)
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return 1;
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if (a2 == -1)
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if (ammotype == -1)
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return 1;
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return pPlayer->ammoCount[a2] >= a3;
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return pPlayer->ammoCount[ammotype] >= amount;
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}
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void SpawnBulletEject(PLAYER *pPlayer, int a2, int a3)
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@ -261,27 +261,27 @@ void WeaponPrecache(HitList &hits)
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}
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}
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void WeaponDraw(PLAYER *pPlayer, int a2, double a3, double a4, int a5, int smoothratio)
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void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum, int smoothratio)
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{
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assert(pPlayer != NULL);
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if (pPlayer->weaponQav == -1)
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return;
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QAV * pQAV = weaponQAV[pPlayer->weaponQav];
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int v4;
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int duration;
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if (pPlayer->weaponTimer == 0)
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v4 = (gFrameClock + mulscale16(4, smoothratio)) % pQAV->duration;
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duration = (gFrameClock + mulscale16(4, smoothratio)) % pQAV->duration;
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else
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v4 = pQAV->duration - pPlayer->weaponTimer;
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pQAV->x = int(a3);
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pQAV->y = int(a4);
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duration = pQAV->duration - pPlayer->weaponTimer;
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pQAV->x = int(xpos);
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pQAV->y = int(ypos);
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int flags = 2;
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int nInv = powerupCheck(pPlayer, kPwUpShadowCloak);
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if (nInv >= 120 * 8 || (nInv != 0 && (gFrameClock & 32)))
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{
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a2 = -128;
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shade = -128;
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flags |= 1;
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}
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pQAV->Draw(a3, a4, v4, flags, a2, a5, true);
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pQAV->Draw(xpos, ypos, duration, flags, shade, palnum, true);
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}
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void WeaponPlay(PLAYER *pPlayer)
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@ -295,13 +295,13 @@ void WeaponPlay(PLAYER *pPlayer)
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pQAV->Play(nTicks-4, nTicks, pPlayer->qavCallback, pPlayer);
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}
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void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int a3, char a4)
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static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback, bool looped = false)
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{
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assert(nWeaponQAV < kQAVEnd);
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pPlayer->weaponQav = nWeaponQAV;
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pPlayer->weaponTimer = weaponQAV[nWeaponQAV]->duration;
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pPlayer->qavCallback = a3;
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pPlayer->qavLoop = a4;
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pPlayer->qavCallback = callback;
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pPlayer->qavLoop = looped;
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weaponQAV[nWeaponQAV]->Preload();
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WeaponPlay(pPlayer);
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pPlayer->weaponTimer -= 4;
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@ -476,8 +476,8 @@ void UpdateAimVector(PLAYER * pPlayer)
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struct t_WeaponModes
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{
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int TotalKills;
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int Kills;
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int update;
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int ammoType;
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};
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t_WeaponModes weaponModes[] = {
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@ -503,7 +503,7 @@ void WeaponRaise(PLAYER *pPlayer)
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int prevWeapon = pPlayer->curWeapon;
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pPlayer->curWeapon = pPlayer->newWeapon;
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pPlayer->newWeapon = 0;
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pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].Kills;
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pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].ammoType;
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switch (pPlayer->curWeapon)
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{
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case 1: // pitchfork
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@ -1728,23 +1728,23 @@ char WeaponFindNext(PLAYER *pPlayer, int *a2, char bDir)
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weapon = OrderNext[weapon];
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else
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weapon = OrderPrev[weapon];
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if (weaponModes[weapon].TotalKills && pPlayer->hasWeapon[weapon])
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if (weaponModes[weapon].update && pPlayer->hasWeapon[weapon])
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{
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if (weapon == 9)
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{
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if (CheckAmmo(pPlayer, weaponModes[weapon].Kills, 1))
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if (CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
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break;
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}
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else
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{
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if (checkAmmo2(pPlayer, weaponModes[weapon].Kills, 1))
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if (checkAmmo2(pPlayer, weaponModes[weapon].ammoType, 1))
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break;
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}
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}
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} while (weapon != pPlayer->curWeapon);
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if (weapon == pPlayer->curWeapon)
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{
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if (!weaponModes[weapon].TotalKills || !CheckAmmo(pPlayer, weaponModes[weapon].Kills, 1))
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if (!weaponModes[weapon].update || !CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1))
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weapon = 1;
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}
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if (a2)
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@ -1756,11 +1756,11 @@ char WeaponFindLoaded(PLAYER *pPlayer, int *a2)
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{
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char v4 = 1;
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int v14 = 0;
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if (weaponModes[pPlayer->curWeapon].TotalKills > 1)
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if (weaponModes[pPlayer->curWeapon].update > 1)
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{
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for (int i = 0; i < weaponModes[pPlayer->curWeapon].TotalKills; i++)
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for (int i = 0; i < weaponModes[pPlayer->curWeapon].update; i++)
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{
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if (CheckAmmo(pPlayer, weaponModes[pPlayer->curWeapon].Kills, 1))
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if (CheckAmmo(pPlayer, weaponModes[pPlayer->curWeapon].ammoType, 1))
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{
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v14 = i;
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v4 = pPlayer->curWeapon;
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@ -1776,9 +1776,9 @@ char WeaponFindLoaded(PLAYER *pPlayer, int *a2)
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int weapon = pPlayer->weaponOrder[vc][i];
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if (pPlayer->hasWeapon[weapon])
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{
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for (int j = 0; j < weaponModes[weapon].TotalKills; j++)
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for (int j = 0; j < weaponModes[weapon].update; j++)
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{
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if (sub_4B1FC(pPlayer, weapon, weaponModes[weapon].Kills, 1))
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if (CheckWeaponAmmo(pPlayer, weapon, weaponModes[weapon].ammoType, 1))
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{
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if (a2)
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*a2 = j;
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@ -2181,10 +2181,10 @@ void WeaponProcess(PLAYER *pPlayer) {
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return;
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}
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int nWeapon = pPlayer->newWeapon;
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int v4c = weaponModes[nWeapon].TotalKills;
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int v4c = weaponModes[nWeapon].update;
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if (!pPlayer->curWeapon)
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{
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int nAmmoType = weaponModes[nWeapon].Kills;
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int nAmmoType = weaponModes[nWeapon].ammoType;
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if (v4c > 1)
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{
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if (CheckAmmo(pPlayer, nAmmoType, 1) || nAmmoType == 11)
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@ -2193,7 +2193,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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else
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{
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if (sub_4B1FC(pPlayer, nWeapon, nAmmoType, 1))
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if (CheckWeaponAmmo(pPlayer, nWeapon, nAmmoType, 1))
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WeaponRaise(pPlayer);
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else
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{
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@ -2223,7 +2223,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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for (; i <= v4c; i++)
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{
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int v6c = (pPlayer->weaponMode[nWeapon]+i)%v4c;
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if (sub_4B1FC(pPlayer, nWeapon, weaponModes[nWeapon].Kills, 1))
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if (CheckWeaponAmmo(pPlayer, nWeapon, weaponModes[nWeapon].ammoType, 1))
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{
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WeaponLower(pPlayer);
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pPlayer->weaponMode[nWeapon] = v6c;
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@ -2523,7 +2523,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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WeaponUpdateState(pPlayer);
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}
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void sub_51340(spritetype *pMissile, int a2)
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void teslaHit(spritetype *pMissile, int a2)
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{
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uint8_t va4[(kMaxSectors+7)>>3];
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int x = pMissile->x;
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