diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 53d4c7494..7035739d8 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -2540,7 +2540,7 @@ void actInit(bool bSaveLoad) { if (act->s().type == kItemWeaponVoodooDoll) { - act->s().type = kAmmoItemVoodooDoll; + act->s().type = kItemAmmoVoodooDoll; break; } } @@ -4012,7 +4012,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) break; case kMissileFireball: - case kMissileFireballNapam: + case kMissileFireballNapalm: if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo)) { if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0) @@ -5556,7 +5556,7 @@ void actExplodeSprite(spritetype *pSprite) switch (pSprite->type) { - case kMissileFireballNapam: + case kMissileFireballNapalm: nType = kExplosionNapalm; seqSpawn(4, 3, nXSprite, -1); if (Chance(0x8000)) @@ -6719,7 +6719,7 @@ void actBuildMissile(spritetype* pMissile, int nXSprite, int nSprite) { seqSpawn(2, 3, nXSprite, -1); sfxPlay3DSound(pMissile, 493, 0, 0); break; - case kMissileFireballNapam: + case kMissileFireballNapalm: seqSpawn(61, 3, nXSprite, nNapalmClient); sfxPlay3DSound(pMissile, 441, 0, 0); break; diff --git a/source/games/blood/src/aiunicult.cpp b/source/games/blood/src/aiunicult.cpp index 841e2760f..4e9ad295f 100644 --- a/source/games/blood/src/aiunicult.cpp +++ b/source/games/blood/src/aiunicult.cpp @@ -619,7 +619,7 @@ static void unicultThinkChase(DBloodActor* actor) mdist = 2500; fallthrough__; case kMissileFireball: - case kMissileFireballNapam: + case kMissileFireballNapalm: case kMissileFireballCerberus: case kMissileFireballTchernobog: if (mdist == defDist) mdist = 3000; @@ -834,7 +834,7 @@ static void unicultThinkChase(DBloodActor* actor) case kMissileTeslaAlt: case kMissileFlareAlt: case kMissileFireball: - case kMissileFireballNapam: + case kMissileFireballNapalm: case kMissileFireballCerberus: case kMissileFireballTchernobog: { // allow attack if dude is far from object, but target is close to it @@ -1328,7 +1328,7 @@ void scaleDamage(XSPRITE* pXSprite) { curScale[kDmgSpirit] = 32 + Random(18); break; case kMissileFireball: - case kMissileFireballNapam: + case kMissileFireballNapalm: case kMissileFireballCerberus: case kMissileFireballTchernobog: curScale[kDmgBurn] = 50; diff --git a/source/games/blood/src/common_game.h b/source/games/blood/src/common_game.h index 192a42c4e..3d0eb9479 100644 --- a/source/games/blood/src/common_game.h +++ b/source/games/blood/src/common_game.h @@ -172,17 +172,35 @@ enum { // (weapons) kItemWeaponBase = 40, + kItemWeaponRandom = kItemWeaponBase, kItemWeaponSawedoff = 41, kItemWeaponTommygun = 42, + kItemWeaponFlarePistol = 43, kItemWeaponVoodooDoll = 44, + kItemWeaponTeslaCannon = 45, + kItemWeaponNapalmLauncher = 46, + kItemWeaponPitchfork = 47, + kItemWeaponSprayCan = 48, + kItemWeaponTNT = 49, kItemWeaponLifeLeech = 50, kItemWeaponMax = 51, // items (ammos) kItemAmmoBase = 60, + kItemAmmoSprayCan = kItemAmmoBase, + kItemAmmoTNTBundle = 62, + kItemAmmoTNTBox = 63, + kItemAmmoProxBombBundle = 64, + kItemAmmoRemoteBombBundle = 65, + kItemAmmoTrappedSoul = 66, kItemAmmoSawedoffFew = 67, + kItemAmmoSawedoffBox = 68, kItemAmmoTommygunFew = 69, - kAmmoItemVoodooDoll = 70, + kItemAmmoVoodooDoll = 70, + kItemAmmoTommygunDrum = 72, + kItemAmmoTeslaCharge = 73, + kItemAmmoFlares = 76, + kItemAmmoGasolineCan = 79, kItemAmmoMax = 81, kItemBase = 100, @@ -302,7 +320,7 @@ enum { kMissilePukeGreen = 309, kMissileUnused = 310, kMissileArcGargoyle = 311, - kMissileFireballNapam = 312, + kMissileFireballNapalm = 312, kMissileFireballCerberus = 313, kMissileFireballTchernobog = 314, kMissileLifeLeechRegular = 315, diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp index ee19f0953..f6c005e1c 100644 --- a/source/games/blood/src/weapon.cpp +++ b/source/games/blood/src/weapon.cpp @@ -1636,7 +1636,7 @@ void FireNapalm(int nTrigger, PLAYER *pPlayer) offset = 50; break; } - playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam); + playerFireMissile(pPlayer, offset, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm); sfxPlay3DSound(pSprite, 480, 2, 0); UseAmmo(pPlayer, 4, 1); pPlayer->flashEffect = 1; @@ -1645,8 +1645,8 @@ void FireNapalm(int nTrigger, PLAYER *pPlayer) void FireNapalm2(int , PLAYER *pPlayer) { spritetype *pSprite = pPlayer->pSprite; - playerFireMissile(pPlayer, -120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam); - playerFireMissile(pPlayer, 120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapam); + playerFireMissile(pPlayer, -120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm); + playerFireMissile(pPlayer, 120, pPlayer->aim.dx, pPlayer->aim.dy, pPlayer->aim.dz, kMissileFireballNapalm); sfxPlay3DSound(pSprite, 480, 2, 0); UseAmmo(pPlayer, 4, 2); pPlayer->flashEffect = 1;