- Blood: Replace all numerical constants in calls to StartQAV() with enum values.

This commit is contained in:
Mitchell Richters 2021-08-03 20:52:32 +10:00
parent 6a2a0da819
commit 77704d54d9

View file

@ -289,7 +289,7 @@ void WeaponPlay(PLAYER *pPlayer)
pQAV->Play(nTicks-4, nTicks, pPlayer->qavCallback, pPlayer);
}
static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback, bool looped = false)
static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback = -1, bool looped = false)
{
assert(nWeaponQAV < kQAVEnd);
pPlayer->weaponQav = nWeaponQAV;
@ -505,18 +505,18 @@ void WeaponRaise(PLAYER *pPlayer)
{
case kWeapPitchFork:
pPlayer->weaponState = 0;
StartQAV(pPlayer, 0, -1, 0);
StartQAV(pPlayer, kQAVFORKUP);
break;
case kWeapSpraycan:
if (pPlayer->weaponState == 2)
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 8, -1, 0);
StartQAV(pPlayer, kQAVCANPREF);
}
else
{
pPlayer->weaponState = 0;
StartQAV(pPlayer, 4, -1, 0);
StartQAV(pPlayer, kQAVLITEOPEN);
}
break;
case kWeapDynamite:
@ -524,27 +524,27 @@ void WeaponRaise(PLAYER *pPlayer)
{
pPlayer->weaponState = 3;
if (prevWeapon == 7)
StartQAV(pPlayer, 16, -1, 0);
StartQAV(pPlayer, kQAVBUNUP);
else
StartQAV(pPlayer, 18, -1, 0);
StartQAV(pPlayer, kQAVBUNUP2);
}
break;
case kWeapProximity:
if (gInfiniteAmmo || checkAmmo2(pPlayer, 10, 1))
{
pPlayer->weaponState = 7;
StartQAV(pPlayer, 25, -1, 0);
StartQAV(pPlayer, kQAVPROXUP);
}
break;
case kWeapRemote:
if (gInfiniteAmmo || checkAmmo2(pPlayer, 11, 1))
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, 31, -1, 0);
StartQAV(pPlayer, kQAVREMUP2);
}
else
{
StartQAV(pPlayer, 32, -1, 0);
StartQAV(pPlayer, kQAVREMUP3);
pPlayer->weaponState = 11;
}
break;
@ -552,9 +552,9 @@ void WeaponRaise(PLAYER *pPlayer)
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4)
StartQAV(pPlayer, 59, -1, 0);
StartQAV(pPlayer, kQAV2SHOTUP);
else
StartQAV(pPlayer, 50, -1, 0);
StartQAV(pPlayer, kQAVSHOTUP);
if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4)
pPlayer->weaponState = 7;
else if (pPlayer->ammoCount[2] > 1)
@ -572,37 +572,37 @@ void WeaponRaise(PLAYER *pPlayer)
pPlayer->weaponState = 2;
else
pPlayer->weaponState = 1;
StartQAV(pPlayer, 50, -1, 0);
StartQAV(pPlayer, kQAVSHOTUP);
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, 69, -1, 0);
StartQAV(pPlayer, kQAV2TOMUP);
}
else
{
pPlayer->weaponState = 0;
StartQAV(pPlayer, 64, -1, 0);
StartQAV(pPlayer, kQAVTOMUP);
}
break;
case kWeapVoodooDoll:
if (gInfiniteAmmo || checkAmmo2(pPlayer, 9, 1))
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 100, -1, 0);
StartQAV(pPlayer, kQAVVDUP);
}
break;
case kWeapFlareGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
{
StartQAV(pPlayer, 45, -1, 0);
StartQAV(pPlayer, kQAVFLAR2UP);
pPlayer->weaponState = 3;
}
else
{
StartQAV(pPlayer, 41, -1, 0);
StartQAV(pPlayer, kQAVFLARUP);
pPlayer->weaponState = 2;
}
break;
@ -611,35 +611,35 @@ void WeaponRaise(PLAYER *pPlayer)
{
pPlayer->weaponState = 2;
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 82, -1, 0);
StartQAV(pPlayer, kQAV2SGUNUP);
else
StartQAV(pPlayer, 74, -1, 0);
StartQAV(pPlayer, kQAVSGUNUP);
}
else
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 74, -1, 0);
StartQAV(pPlayer, kQAVSGUNUP);
}
break;
case kWeapNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
{
StartQAV(pPlayer, 120, -1, 0);
StartQAV(pPlayer, kQAV2NAPUP);
pPlayer->weaponState = 3;
}
else
{
StartQAV(pPlayer, 89, -1, 0);
StartQAV(pPlayer, kQAVNAPUP);
pPlayer->weaponState = 2;
}
break;
case kWeapLifeLeech:
pPlayer->weaponState = 2;
StartQAV(pPlayer, 111, -1, 0);
StartQAV(pPlayer, kQAVSTAFUP);
break;
case kWeapBeast:
pPlayer->weaponState = 2;
StartQAV(pPlayer, 93, -1, 0);
StartQAV(pPlayer, kQAVBSTUP);
break;
}
}
@ -654,7 +654,7 @@ void WeaponLower(PLAYER *pPlayer)
switch (pPlayer->curWeapon)
{
case kWeapPitchFork:
StartQAV(pPlayer, 3, -1, 0);
StartQAV(pPlayer, kQAVFORKDOWN);
break;
case kWeapSpraycan:
sfxKill3DSound(pPlayer->pSprite, -1, 441);
@ -663,14 +663,14 @@ void WeaponLower(PLAYER *pPlayer)
case 1:
if (VanillaMode())
{
StartQAV(pPlayer, 7, -1, 0);
StartQAV(pPlayer, kQAVLITECLO2);
}
else
{
if (pPlayer->newWeapon == kWeapDynamite)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 11, -1, 0);
StartQAV(pPlayer, kQAVCANDOWN);
WeaponRaise(pPlayer);
return;
}
@ -682,7 +682,7 @@ void WeaponLower(PLAYER *pPlayer)
return;
case 4:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0);
StartQAV(pPlayer, kQAVCANDOWN);
if (VanillaMode())
{
pPlayer->newWeapon = kWeapNone;
@ -693,7 +693,7 @@ void WeaponLower(PLAYER *pPlayer)
if (pPlayer->newWeapon == kWeapDynamite)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 11, -1, 0);
StartQAV(pPlayer, kQAVCANDOWN);
return;
}
else
@ -706,20 +706,20 @@ void WeaponLower(PLAYER *pPlayer)
if (pPlayer->newWeapon == kWeapDynamite)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 11, -1, 0);
StartQAV(pPlayer, kQAVCANDOWN);
return;
}
else if (pPlayer->newWeapon == kWeapSpraycan)
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0);
StartQAV(pPlayer, kQAVCANDOWN);
pPlayer->newWeapon = kWeapNone;
WeaponLower(pPlayer);
}
else
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0);
StartQAV(pPlayer, kQAVCANDOWN);
}
break;
}
@ -730,14 +730,14 @@ void WeaponLower(PLAYER *pPlayer)
case 1:
if (VanillaMode())
{
StartQAV(pPlayer, 7, -1, 0);
StartQAV(pPlayer, kQAVLITECLO2);
}
else
{
if (pPlayer->newWeapon == kWeapSpraycan)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 17, -1, 0);
StartQAV(pPlayer, kQAVBUNDOWN);
WeaponRaise(pPlayer);
return;
}
@ -750,11 +750,11 @@ void WeaponLower(PLAYER *pPlayer)
if (pPlayer->newWeapon == kWeapSpraycan)
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 17, -1, 0);
StartQAV(pPlayer, kQAVBUNDOWN);
}
else
{
StartQAV(pPlayer, 19, -1, 0);
StartQAV(pPlayer, kQAVBUNDOWN2);
}
break;
default:
@ -765,7 +765,7 @@ void WeaponLower(PLAYER *pPlayer)
switch (prevState)
{
case 7:
StartQAV(pPlayer, 26, -1, 0);
StartQAV(pPlayer, kQAVPROXDOWN);
break;
}
break;
@ -773,51 +773,51 @@ void WeaponLower(PLAYER *pPlayer)
switch (prevState)
{
case 10:
StartQAV(pPlayer, 34, -1, 0);
StartQAV(pPlayer, kQAVREMDOWN2);
break;
case 11:
StartQAV(pPlayer, 35, -1, 0);
StartQAV(pPlayer, kQAVREMDOWN3);
break;
}
break;
case kWeapShotgun:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 63, -1, 0);
StartQAV(pPlayer, kQAV2SHOTDWN);
else
StartQAV(pPlayer, 58, -1, 0);
StartQAV(pPlayer, kQAVSHOTDOWN);
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 1)
StartQAV(pPlayer, 72, -1, 0);
StartQAV(pPlayer, kQAV2TOMDOWN);
else
StartQAV(pPlayer, 68, -1, 0);
StartQAV(pPlayer, kQAVTOMDOWN);
break;
case kWeapFlareGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 3)
StartQAV(pPlayer, 49, -1, 0);
StartQAV(pPlayer, kQAVFLAR2DWN);
else
StartQAV(pPlayer, 44, -1, 0);
StartQAV(pPlayer, kQAVFLARDOWN);
break;
case kWeapVoodooDoll:
StartQAV(pPlayer, 109, -1, 0);
StartQAV(pPlayer, kQAVVDDOWN);
break;
case kWeapTeslaCannon:
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 88, -1, 0);
StartQAV(pPlayer, kQAV2SGUNDWN);
else
StartQAV(pPlayer, 81, -1, 0);
StartQAV(pPlayer, kQAVSGUNDOWN);
break;
case kWeapNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 124, -1, 0);
StartQAV(pPlayer, kQAV2NAPDOWN);
else
StartQAV(pPlayer, 92, -1, 0);
StartQAV(pPlayer, kQAVNAPDOWN);
break;
case kWeapLifeLeech:
StartQAV(pPlayer, 119, -1, 0);
StartQAV(pPlayer, kQAVSTAFDOWN);
break;
case kWeapBeast:
StartQAV(pPlayer, 99, -1, 0);
StartQAV(pPlayer, kQAVBSTDOWN);
break;
}
pPlayer->curWeapon = kWeapNone;
@ -846,13 +846,13 @@ void WeaponUpdateState(PLAYER *pPlayer)
{
case 0:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 5, -1, 0);
StartQAV(pPlayer, kQAVLITEFLAM);
break;
case 1:
if (CheckAmmo(pPlayer, 6, 1))
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 8, -1, 0);
StartQAV(pPlayer, kQAVCANPREF);
}
else
pPlayer->weaponQav = kQAVLITEIDLE;
@ -869,7 +869,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
else
{
pPlayer->weaponState = 1;
StartQAV(pPlayer, 11, -1, 0);
StartQAV(pPlayer, kQAVCANDOWN);
}
sfxKill3DSound(pPlayer->pSprite, -1, 441);
break;
@ -882,18 +882,18 @@ void WeaponUpdateState(PLAYER *pPlayer)
if (pPlayer->weaponAmmo == 5 && CheckAmmo(pPlayer, 5, 1))
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 16, -1, 0);
StartQAV(pPlayer, kQAVBUNUP);
}
break;
case 0:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 5, -1, 0);
StartQAV(pPlayer, kQAVLITEFLAM);
break;
case 2:
if (pPlayer->ammoCount[5] > 0)
{
pPlayer->weaponState = 3;
StartQAV(pPlayer, 16, -1, 0);
StartQAV(pPlayer, kQAVBUNUP);
}
else
pPlayer->weaponQav = kQAVLITEIDLE;
@ -911,7 +911,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
break;
case 8:
pPlayer->weaponState = 7;
StartQAV(pPlayer, 25, -1, 0);
StartQAV(pPlayer, kQAVPROXUP);
break;
}
break;
@ -928,7 +928,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
if (pPlayer->ammoCount[11] > 0)
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, 31, -1, 0);
StartQAV(pPlayer, kQAVREMUP2);
}
else
pPlayer->weaponState = -1;
@ -951,7 +951,7 @@ void WeaponUpdateState(PLAYER *pPlayer)
if (CheckAmmo(pPlayer, 2, 1))
{
sfxPlay3DSound(pPlayer->pSprite, 410, 3, 2);
StartQAV(pPlayer, 57, nClientEjectShell, 0);
StartQAV(pPlayer, kQAVSHOTL1, nClientEjectShell);
if (gInfiniteAmmo || pPlayer->ammoCount[2] > 1)
pPlayer->weaponState = 3;
else
@ -1097,7 +1097,7 @@ void ExplodeCan(int, PLAYER *pPlayer)
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0);
evPost(pSprite->index, 3, 0, kCmdOn);
UseAmmo(pPlayer, 6, gAmmoItemData[0].count);
StartQAV(pPlayer, 15, -1);
StartQAV(pPlayer, kQAVCANBOOM);
pPlayer->curWeapon = kWeapNone;
pPlayer->throwPower = 0;
}
@ -1132,7 +1132,7 @@ void ExplodeBundle(int, PLAYER *pPlayer)
spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0);
evPost(pSprite->index, 3, 0, kCmdOn);
UseAmmo(pPlayer, 5, 1);
StartQAV(pPlayer, 24, -1, 0);
StartQAV(pPlayer, kQAVDYNEXPLO);
pPlayer->curWeapon = kWeapNone;
pPlayer->throwPower = 0;
}
@ -1839,7 +1839,7 @@ int processSprayCan(PLAYER *pPlayer)
{
pPlayer->weaponState = 3;
pPlayer->fuseTime = pPlayer->weaponTimer;
StartQAV(pPlayer, 13, nClientDropCan, 0);
StartQAV(pPlayer, kQAVCANDROP, nClientDropCan);
}
else if (pPlayer->input.actions & SB_FIRE)
{
@ -1856,7 +1856,7 @@ int processSprayCan(PLAYER *pPlayer)
if (!pPlayer->fuseTime)
pPlayer->fuseTime = pPlayer->weaponTimer;
pPlayer->weaponState = 1;
StartQAV(pPlayer, 14, nClientThrowCan, 0);
StartQAV(pPlayer, kQAVCANTHRO, nClientThrowCan);
}
return 1;
}
@ -1877,7 +1877,7 @@ static bool processTNT(PLAYER *pPlayer)
{
pPlayer->weaponState = 1;
pPlayer->fuseTime = pPlayer->weaponTimer;
StartQAV(pPlayer, 22, nClientDropBundle, 0);
StartQAV(pPlayer, kQAVBUNDROP, nClientDropBundle);
}
else if (pPlayer->input.actions & SB_FIRE)
{
@ -1894,7 +1894,7 @@ static bool processTNT(PLAYER *pPlayer)
if (!pPlayer->fuseTime)
pPlayer->fuseTime = pPlayer->weaponTimer;
pPlayer->weaponState = 1;
StartQAV(pPlayer, 23, nClientThrowBundle, 0);
StartQAV(pPlayer, kQAVBUNTHRO, nClientThrowBundle);
}
return 1;
}
@ -1913,7 +1913,7 @@ static bool processProxy(PLAYER *pPlayer)
if (!(pPlayer->input.actions & SB_FIRE))
{
pPlayer->weaponState = 8;
StartQAV(pPlayer, 29, nClientThrowProx, 0);
StartQAV(pPlayer, kQAVPROXTHRO, nClientThrowProx);
}
break;
}
@ -1929,7 +1929,7 @@ static bool processRemote(PLAYER *pPlayer)
if (!(pPlayer->input.actions & SB_FIRE))
{
pPlayer->weaponState = 11;
StartQAV(pPlayer, 39, nClientThrowRemote, 0);
StartQAV(pPlayer, kQAVREMTHRO, nClientThrowRemote);
}
break;
}
@ -1942,19 +1942,19 @@ static bool processLeech(PLAYER *pPlayer)
{
case 4:
pPlayer->weaponState = 6;
StartQAV(pPlayer, 114, nClientFireLifeLeech, 1);
StartQAV(pPlayer, kQAVSTAFIRE1, nClientFireLifeLeech, 1);
return 1;
case 6:
if (!(pPlayer->input.actions & SB_ALTFIRE))
{
pPlayer->weaponState = 2;
StartQAV(pPlayer, 118, -1, 0);
StartQAV(pPlayer, kQAVSTAFPOST);
return 1;
}
break;
case 8:
pPlayer->weaponState = 2;
StartQAV(pPlayer, 118, -1, 0);
StartQAV(pPlayer, kQAVSTAFPOST);
return 1;
}
return 0;
@ -1967,27 +1967,27 @@ static bool processTesla(PLAYER *pPlayer)
case 4:
pPlayer->weaponState = 5;
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 84, nClientFireTesla, 1);
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla, 1);
else
StartQAV(pPlayer, 77, nClientFireTesla, 1);
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla, 1);
return 1;
case 5:
if (!(pPlayer->input.actions & SB_FIRE))
{
pPlayer->weaponState = 2;
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 87, -1, 0);
StartQAV(pPlayer, kQAV2SGUNPST);
else
StartQAV(pPlayer, 80, -1, 0);
StartQAV(pPlayer, kQAVSGUNPOST);
return 1;
}
break;
case 7:
pPlayer->weaponState = 2;
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 87, -1, 0);
StartQAV(pPlayer, kQAV2SGUNPST);
else
StartQAV(pPlayer, 80, -1, 0);
StartQAV(pPlayer, kQAVSGUNPOST);
return 1;
}
return 0;
@ -2300,14 +2300,14 @@ void WeaponProcess(PLAYER *pPlayer) {
switch (pPlayer->curWeapon)
{
case kWeapPitchFork:
StartQAV(pPlayer, 2, nClientFirePitchfork, 0);
StartQAV(pPlayer, kQAVPFORK, nClientFirePitchfork);
return;
case kWeapSpraycan:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 4;
StartQAV(pPlayer, 10, nClientFireSpray, 1);
StartQAV(pPlayer, kQAVCANFIRE, nClientFireSpray, 1);
return;
}
break;
@ -2318,7 +2318,7 @@ void WeaponProcess(PLAYER *pPlayer) {
pPlayer->weaponState = 6;
pPlayer->fuseTime = -1;
pPlayer->throwTime = PlayClock;
StartQAV(pPlayer, 21, nClientExplodeBundle, 0);
StartQAV(pPlayer, kQAVBUNFUSE, nClientExplodeBundle);
return;
}
break;
@ -2342,7 +2342,7 @@ void WeaponProcess(PLAYER *pPlayer) {
return;
case 11:
pPlayer->weaponState = 12;
StartQAV(pPlayer, 40, nClientFireRemote, 0);
StartQAV(pPlayer, kQAVREMFIRE, nClientFireRemote);
return;
}
break;
@ -2351,29 +2351,29 @@ void WeaponProcess(PLAYER *pPlayer) {
{
case 7:
pPlayer->weaponState = 6;
StartQAV(pPlayer, 61, nClientFireShotgun, 0);
StartQAV(pPlayer, kQAV2SHOTF2, nClientFireShotgun);
return;
case 3:
pPlayer->weaponState = 2;
StartQAV(pPlayer, 54, nClientFireShotgun, 0);
StartQAV(pPlayer, kQAVSHOTF1, nClientFireShotgun);
return;
case 2:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 55, nClientFireShotgun, 0);
StartQAV(pPlayer, kQAVSHOTF2, nClientFireShotgun);
return;
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
StartQAV(pPlayer, 71, nClientFireTommy, 1);
StartQAV(pPlayer, kQAV2TOMFIRE, nClientFireTommy, 1);
else
StartQAV(pPlayer, 66, nClientFireTommy, 1);
StartQAV(pPlayer, kQAVTOMFIRE, nClientFireTommy, 1);
return;
case kWeapFlareGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
StartQAV(pPlayer, 48, nClientFireFlare, 0);
StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare);
else
StartQAV(pPlayer, 43, nClientFireFlare, 0);
StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare);
return;
case kWeapVoodooDoll:
{
@ -2386,7 +2386,7 @@ void WeaponProcess(PLAYER *pPlayer) {
pPlayer->voodooTarget = pPlayer->aimTarget;
if (pPlayer->voodooTarget == -1 || sprite[pPlayer->voodooTarget].statnum != kStatDude)
i = 4;
StartQAV(pPlayer,103+i, nClientFireVoodoo, 0);
StartQAV(pPlayer,kQAVVDFIRE1 + i, nClientFireVoodoo);
return;
}
case kWeapTeslaCannon:
@ -2395,30 +2395,30 @@ void WeaponProcess(PLAYER *pPlayer) {
case 2:
pPlayer->weaponState = 4;
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 84, nClientFireTesla, 0);
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla);
else
StartQAV(pPlayer, 77, nClientFireTesla, 0);
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla);
return;
case 5:
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 84, nClientFireTesla, 0);
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla);
else
StartQAV(pPlayer, 77, nClientFireTesla, 0);
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla);
return;
}
break;
case kWeapNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 122, nClientFireNapalm, 0);
StartQAV(pPlayer, kQAV2NAPFIRE, nClientFireNapalm);
else
StartQAV(pPlayer, 91, nClientFireNapalm, 0);
StartQAV(pPlayer, kQAVNAPFIRE, nClientFireNapalm);
return;
case kWeapLifeLeech:
sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);
StartQAV(pPlayer, 116, nClientFireLifeLeech, 0);
StartQAV(pPlayer, kQAVSTAFIRE4, nClientFireLifeLeech);
return;
case kWeapBeast:
StartQAV(pPlayer, 95+Random(4), nClientFireBeast, 0);
StartQAV(pPlayer, kQAVBSTATAK1 + Random(4), nClientFireBeast);
return;
}
}
@ -2427,14 +2427,14 @@ void WeaponProcess(PLAYER *pPlayer) {
switch (pPlayer->curWeapon)
{
case kWeapPitchFork:
StartQAV(pPlayer, 2, nClientFirePitchfork, 0);
StartQAV(pPlayer, kQAVPFORK, nClientFirePitchfork);
return;
case kWeapSpraycan:
switch (pPlayer->weaponState)
{
case 3:
pPlayer->weaponState = 5;
StartQAV(pPlayer, 12, nClientExplodeCan, 0);
StartQAV(pPlayer, kQAVCANFIRE2, nClientExplodeCan);
return;
}
break;
@ -2443,21 +2443,21 @@ void WeaponProcess(PLAYER *pPlayer) {
{
case 3:
pPlayer->weaponState = 4;
StartQAV(pPlayer, 21, nClientExplodeBundle, 0);
StartQAV(pPlayer, kQAVBUNFUSE, nClientExplodeBundle);
return;
case 7:
pPlayer->weaponState = 8;
StartQAV(pPlayer, 28, nClientDropProx, 0);
StartQAV(pPlayer, kQAVPROXDROP, nClientDropProx);
return;
case 10:
pPlayer->weaponState = 11;
StartQAV(pPlayer, 38, nClientDropRemote, 0);
StartQAV(pPlayer, kQAVREMDROP, nClientDropRemote);
return;
case 11:
if (pPlayer->ammoCount[11] > 0)
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, 30, -1, 0);
StartQAV(pPlayer, kQAVREMUP1);
}
return;
}
@ -2467,7 +2467,7 @@ void WeaponProcess(PLAYER *pPlayer) {
{
case 7:
pPlayer->weaponState = 8;
StartQAV(pPlayer, 28, nClientDropProx, 0);
StartQAV(pPlayer, kQAVPROXDROP, nClientDropProx);
return;
}
break;
@ -2476,13 +2476,13 @@ void WeaponProcess(PLAYER *pPlayer) {
{
case 10:
pPlayer->weaponState = 11;
StartQAV(pPlayer, 38, nClientDropRemote, 0);
StartQAV(pPlayer, kQAVREMDROP, nClientDropRemote);
return;
case 11:
if (pPlayer->ammoCount[11] > 0)
{
pPlayer->weaponState = 10;
StartQAV(pPlayer, 30, -1, 0);
StartQAV(pPlayer, kQAVREMUP1);
}
return;
}
@ -2492,85 +2492,85 @@ void WeaponProcess(PLAYER *pPlayer) {
{
case 7:
pPlayer->weaponState = 6;
StartQAV(pPlayer, 62, nClientFireShotgun, 0);
StartQAV(pPlayer, kQAV2SHOTFIR, nClientFireShotgun);
return;
case 3:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 56, nClientFireShotgun, 0);
StartQAV(pPlayer, kQAVSHOTF3, nClientFireShotgun);
return;
case 2:
pPlayer->weaponState = 1;
StartQAV(pPlayer, 55, nClientFireShotgun, 0);
StartQAV(pPlayer, kQAVSHOTF2, nClientFireShotgun);
return;
}
break;
case kWeapTommyGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2))
StartQAV(pPlayer, 73, nClientAltFireSpread2, 0);
StartQAV(pPlayer, kQAV2TOMALT, nClientAltFireSpread2);
else
StartQAV(pPlayer, 67, nClientAltFireSpread2, 0);
StartQAV(pPlayer, kQAVTOMSPRED, nClientAltFireSpread2);
return;
case kWeapVoodooDoll:
sfxPlay3DSound(pPlayer->pSprite, 461, 2, 0);
StartQAV(pPlayer, 110, nClientAltFireVoodoo, 0);
StartQAV(pPlayer, kQAVVDSPEL1, nClientAltFireVoodoo);
return;
#if 0
case kWeapFlareGun:
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
StartQAV(pPlayer, 48, nClientFireFlare, 0);
StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare, 0);
else
StartQAV(pPlayer, 43, nClientFireFlare, 0);
StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare, 0);
return;
#endif
case kWeapTeslaCannon:
if (checkAmmo2(pPlayer, 7, 35))
{
if (checkAmmo2(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 85, nClientFireTesla, 0);
StartQAV(pPlayer, kQAV2SGUNALT, nClientFireTesla);
else
StartQAV(pPlayer, 78, nClientFireTesla, 0);
StartQAV(pPlayer, kQAVSGUNFIR4, nClientFireTesla);
}
else
{
if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns))
StartQAV(pPlayer, 84, nClientFireTesla, 0);
StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla);
else
StartQAV(pPlayer, 77, nClientFireTesla, 0);
StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla);
}
return;
case kWeapNapalm:
if (powerupCheck(pPlayer, kPwUpTwoGuns))
// by NoOne: allow napalm launcher alt fire act like in v1.0x versions
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) StartQAV(pPlayer, 123, nClientFireNapalm2, 0);
else StartQAV(pPlayer, 122, nClientAltFireNapalm, 0);
if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) StartQAV(pPlayer, kQAV2NAPFIR2, nClientFireNapalm2);
else StartQAV(pPlayer, kQAV2NAPFIRE, nClientAltFireNapalm, 0);
else
StartQAV(pPlayer, 91, (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) ? nClientFireNapalm : nClientAltFireNapalm, 0);
StartQAV(pPlayer, kQAVNAPFIRE, (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) ? nClientFireNapalm : nClientAltFireNapalm);
return;
case kWeapFlareGun:
if (CheckAmmo(pPlayer, 1, 8))
{
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 16))
StartQAV(pPlayer, 48, nClientAltFireFlare, 0);
StartQAV(pPlayer, kQAVFLAR2FIR, nClientAltFireFlare);
else
StartQAV(pPlayer, 43, nClientAltFireFlare, 0);
StartQAV(pPlayer, kQAVFLARFIR2, nClientAltFireFlare);
}
else
{
if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2))
StartQAV(pPlayer, 48, nClientFireFlare, 0);
StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare);
else
StartQAV(pPlayer, 43, nClientFireFlare, 0);
StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare);
}
return;
case kWeapLifeLeech:
if (gGameOptions.nGameType <= 1 && !checkAmmo2(pPlayer, 8, 1) && pPlayer->pXSprite->health < (25 << 4))
{
sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);
StartQAV(pPlayer, 116, nClientFireLifeLeech, 0);
StartQAV(pPlayer, kQAVSTAFIRE4, nClientFireLifeLeech);
}
else
{
StartQAV(pPlayer, 119, -1, 0);
StartQAV(pPlayer, kQAVSTAFDOWN);
AltFireLifeLeech(1, pPlayer);
pPlayer->weaponState = -1;
}