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Revise EVENT_CHANGEWEAPON so that RETURN has no effect except for two values. -1 will cancel the weapon switch. -2 will override the switch to whatever value p->curr_weapon is set in the course of the event.
While we're at it, factor out duplicate code into P_ChangeWeapon(). git-svn-id: https://svn.eduke32.com/eduke32@3015 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 31 additions and 42 deletions
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@ -3365,18 +3365,22 @@ void P_AddWeaponNoSwitch(DukePlayer_t *p, int32_t weapon)
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A_PlaySound(aplWeaponSelectSound[weapon][snum],p->i);
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}
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void P_AddWeapon(DukePlayer_t *p,int32_t weapon)
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void P_ChangeWeapon(DukePlayer_t *p,int32_t weapon)
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{
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int32_t snum = sprite[p->i].yvel;
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P_AddWeaponNoSwitch(p, weapon);
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int32_t i = 0, snum = sprite[p->i].yvel;
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int8_t curr_weapon = p->curr_weapon;
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if (p->reloading) return;
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if (p->curr_weapon != weapon && apScriptGameEvent[EVENT_CHANGEWEAPON])
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weapon = VM_OnEvent(EVENT_CHANGEWEAPON,p->i, snum, -1, weapon);
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if (weapon < 0)
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i = VM_OnEvent(EVENT_CHANGEWEAPON,p->i, snum, -1, weapon);
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if (i == -1)
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return;
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else if (i != -2)
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p->curr_weapon = weapon;
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p->last_weapon = curr_weapon;
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p->random_club_frame = 0;
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@ -3384,8 +3388,6 @@ void P_AddWeapon(DukePlayer_t *p,int32_t weapon)
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p->weapon_pos = -1;
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else p->weapon_pos = -9;
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p->last_weapon = p->curr_weapon;
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if (p->holster_weapon)
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{
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p->weapon_pos = 10;
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@ -3395,14 +3397,18 @@ void P_AddWeapon(DukePlayer_t *p,int32_t weapon)
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p->kickback_pic = 0;
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p->curr_weapon = weapon;
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Gv_SetVar(g_iWeaponVarID,p->curr_weapon, p->i, snum);
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Gv_SetVar(g_iWeaponVarID, p->curr_weapon, p->i, snum);
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Gv_SetVar(g_iWorksLikeVarID,
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(unsigned)p->curr_weapon < MAX_WEAPONS ? aplWeaponWorksLike[p->curr_weapon][snum] : -1,
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p->i, snum);
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}
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void P_AddWeapon(DukePlayer_t *p,int32_t weapon)
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{
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P_AddWeaponNoSwitch(p, weapon);
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P_ChangeWeapon(p, weapon);
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}
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void P_SelectNextInvItem(DukePlayer_t *p)
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{
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if (p->inv_amount[GET_FIRSTAID] > 0)
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@ -3424,64 +3430,47 @@ void P_SelectNextInvItem(DukePlayer_t *p)
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void P_CheckWeapon(DukePlayer_t *p)
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{
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int32_t i, snum, weap;
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int32_t i, snum, weapon;
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if (p->reloading) return;
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if (p->wantweaponfire >= 0)
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{
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weap = p->wantweaponfire;
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weapon = p->wantweaponfire;
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p->wantweaponfire = -1;
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if (weap == p->curr_weapon) return;
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if ((p->gotweapon & (1<<weap)) && p->ammo_amount[weap] > 0)
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if (weapon == p->curr_weapon) return;
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if ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0)
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{
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P_AddWeapon(p,weap);
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P_AddWeapon(p,weapon);
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return;
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}
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}
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weap = p->curr_weapon;
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weapon = p->curr_weapon;
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if ((p->gotweapon & (1<<weap)) && (p->ammo_amount[weap] > 0 || !(p->weaponswitch & 2)))
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if ((p->gotweapon & (1<<weapon)) && (p->ammo_amount[weapon] > 0 || !(p->weaponswitch & 2)))
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return;
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snum = sprite[p->i].yvel;
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for (i=0; i<10; i++)
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{
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weap = g_player[snum].wchoice[i];
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if (VOLUMEONE && weap > 6) continue;
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weapon = g_player[snum].wchoice[i];
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if (VOLUMEONE && weapon > 6) continue;
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if (weap == 0) weap = 9;
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else weap--;
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if (weapon == 0) weapon = 9;
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else weapon--;
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if (weap == 0 || ((p->gotweapon & (1<<weap)) && p->ammo_amount[weap] > 0))
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if (weapon == 0 || ((p->gotweapon & (1<<weapon)) && p->ammo_amount[weapon] > 0))
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break;
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}
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if (i == 10) weap = 0;
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if (i == 10) weapon = 0;
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// Found the weapon
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if (apScriptGameEvent[EVENT_CHANGEWEAPON])
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weap = VM_OnEvent(EVENT_CHANGEWEAPON,p->i, snum, -1, weap);
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if (weap < 0)
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return;
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p->last_weapon = p->curr_weapon;
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p->random_club_frame = 0;
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p->curr_weapon = weap;
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Gv_SetVar(g_iWeaponVarID,p->curr_weapon, p->i, snum);
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Gv_SetVar(g_iWorksLikeVarID, (unsigned)p->curr_weapon < MAX_WEAPONS ? aplWeaponWorksLike[p->curr_weapon][snum] : -1, p->i, snum);
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p->kickback_pic = 0;
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if (p->holster_weapon == 1)
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{
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p->holster_weapon = 0;
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p->weapon_pos = 10;
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}
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else p->weapon_pos = -1;
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P_ChangeWeapon(p, weapon);
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}
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void P_CheckTouchDamage(DukePlayer_t *p, int32_t obj)
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