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- Blood: Replace a few missed numerical constants with enums.
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parent
77704d54d9
commit
84496029a9
1 changed files with 7 additions and 7 deletions
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@ -171,7 +171,7 @@ static bool sub_4B1A4(PLAYER *pPlayer)
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static bool BannedUnderwater(int nWeapon)
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static bool BannedUnderwater(int nWeapon)
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{
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{
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return nWeapon == 7 || nWeapon == 6;
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return nWeapon == kWeapSpraycan || nWeapon == kWeapDynamite;
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}
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}
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static bool CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
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static bool CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count)
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@ -180,9 +180,9 @@ static bool CheckWeaponAmmo(PLAYER *pPlayer, int weapon, int ammotype, int count
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return 1;
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return 1;
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if (ammotype == -1)
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if (ammotype == -1)
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return 1;
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return 1;
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if (weapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
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if (weapon == kWeapRemote && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11)
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return 1;
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return 1;
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if (weapon == 9 && pPlayer->pXSprite->health > 0)
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if (weapon == kWeapLifeLeech && pPlayer->pXSprite->health > 0)
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return 1;
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return 1;
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return pPlayer->ammoCount[ammotype] >= count;
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return pPlayer->ammoCount[ammotype] >= count;
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}
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}
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@ -523,7 +523,7 @@ void WeaponRaise(PLAYER *pPlayer)
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 5, 1))
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if (gInfiniteAmmo || checkAmmo2(pPlayer, 5, 1))
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{
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{
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pPlayer->weaponState = 3;
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pPlayer->weaponState = 3;
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if (prevWeapon == 7)
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if (prevWeapon == kWeapSpraycan)
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StartQAV(pPlayer, kQAVBUNUP);
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StartQAV(pPlayer, kQAVBUNUP);
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else
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else
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StartQAV(pPlayer, kQAVBUNUP2);
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StartQAV(pPlayer, kQAVBUNUP2);
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@ -2100,7 +2100,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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}
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if (pPlayer->input.getNewWeapon() == WeaponSel_Next)
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if (pPlayer->input.getNewWeapon() == WeaponSel_Next)
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{
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{
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pPlayer->input.setNewWeapon(0);
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pPlayer->input.setNewWeapon(kWeapNone);
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if (VanillaMode())
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if (VanillaMode())
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{
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{
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pPlayer->weaponState = 0;
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pPlayer->weaponState = 0;
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@ -2122,7 +2122,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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}
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}
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else if (pPlayer->input.getNewWeapon() == WeaponSel_Prev)
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else if (pPlayer->input.getNewWeapon() == WeaponSel_Prev)
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{
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{
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pPlayer->input.setNewWeapon(0);
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pPlayer->input.setNewWeapon(kWeapNone);
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if (VanillaMode())
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if (VanillaMode())
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{
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{
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pPlayer->weaponState = 0;
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pPlayer->weaponState = 0;
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@ -2161,7 +2161,7 @@ void WeaponProcess(PLAYER *pPlayer) {
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return;
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return;
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}
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}
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pPlayer->input.setNewWeapon(0);
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pPlayer->input.setNewWeapon(kWeapNone);
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pPlayer->weaponState = 0;
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pPlayer->weaponState = 0;
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pPlayer->nextWeapon = kWeapNone;
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pPlayer->nextWeapon = kWeapNone;
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int t = 0;
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int t = 0;
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