- more renaming.

This commit is contained in:
Christoph Oelckers 2020-11-21 19:30:00 +01:00
parent c13dd52e34
commit 678dedf224
3 changed files with 42 additions and 43 deletions

View file

@ -3736,7 +3736,7 @@ void actImpactMissile(spritetype *pMissile, int hitCode)
break;
case kMissileTeslaAlt:
sub_51340(pMissile, hitCode);
teslaHit(pMissile, hitCode);
switch (hitCode) {
case 0:
case 4:

View file

@ -57,8 +57,7 @@ void WeaponLower(PLAYER *pPlayer);
char WeaponUpgrade(PLAYER *pPlayer, char newWeapon);
void WeaponProcess(PLAYER *pPlayer);
void WeaponUpdateState(PLAYER* pPlayer);
void sub_51340(spritetype *pMissile, int a2);
void StartQAV(PLAYER* pPlayer, int nWeaponQAV, int a3 = -1, char a4 = 0);
void teslaHit(spritetype *pMissile, int a2);
void WeaponPrecache(HitList &hits);
struct ZONE {

View file

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