Fix up some incorrect PWEAPON macro usage

git-svn-id: https://svn.eduke32.com/eduke32@4654 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2014-10-25 03:27:01 +00:00
parent 3a60abfb94
commit b7b0b2c7ba
2 changed files with 20 additions and 20 deletions

View file

@ -4772,7 +4772,7 @@ DETONATEB:
if ((ps->gotweapon & (1<<HANDBOMB_WEAPON)) == 0 || s->owner == ps->i) if ((ps->gotweapon & (1<<HANDBOMB_WEAPON)) == 0 || s->owner == ps->i)
{ {
int32_t doswitch = ((ps->weaponswitch & 1) || int32_t doswitch = ((ps->weaponswitch & 1) ||
PWEAPON(0, ps->curr_weapon, WorksLike) == HANDREMOTE_WEAPON); PWEAPON(p, ps->curr_weapon, WorksLike) == HANDREMOTE_WEAPON);
P_AddWeapon(ps, HANDBOMB_WEAPON, doswitch); P_AddWeapon(ps, HANDBOMB_WEAPON, doswitch);
} }

View file

@ -236,8 +236,8 @@ static int32_t A_FindTargetSprite(const spritetype *s, int32_t aang, int32_t atw
j = -1; j = -1;
gotshrinker = (s->picnum == APLAYER && PWEAPON(0, g_player[snum].ps->curr_weapon, WorksLike) == SHRINKER_WEAPON); gotshrinker = (s->picnum == APLAYER && PWEAPON(snum, g_player[snum].ps->curr_weapon, WorksLike) == SHRINKER_WEAPON);
gotfreezer = (s->picnum == APLAYER && PWEAPON(0, g_player[snum].ps->curr_weapon, WorksLike) == FREEZE_WEAPON); gotfreezer = (s->picnum == APLAYER && PWEAPON(snum, g_player[snum].ps->curr_weapon, WorksLike) == FREEZE_WEAPON);
smax = INT32_MAX; smax = INT32_MAX;
@ -1501,7 +1501,7 @@ int32_t A_ShootWithZvel(int32_t i, int32_t atwith, int32_t override_zvel)
sprite[j].extra >>= 2; sprite[j].extra >>= 2;
} }
} }
else if (PWEAPON(0, g_player[p].ps->curr_weapon, WorksLike) == DEVISTATOR_WEAPON) else if (PWEAPON(p, g_player[p].ps->curr_weapon, WorksLike) == DEVISTATOR_WEAPON)
{ {
sprite[j].extra >>= 2; sprite[j].extra >>= 2;
sprite[j].ang += 16-(krand()&31); sprite[j].ang += 16-(krand()&31);
@ -2362,7 +2362,7 @@ void P_DisplayWeapon(int32_t snum)
break; break;
default: default:
if (*kb > PWEAPON(0, CHAINGUN_WEAPON, FireDelay) && *kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime)) if (*kb > PWEAPON(screenpeek, CHAINGUN_WEAPON, FireDelay) && *kb < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime))
{ {
i = 0; i = 0;
if (doanim) i = rand()&7; if (doanim) i = rand()&7;
@ -2373,7 +2373,7 @@ void P_DisplayWeapon(int32_t snum)
CHAINGUN+5+((*kb-4)/5),gs,o,pal,0); CHAINGUN+5+((*kb-4)/5),gs,o,pal,0);
} }
if (*kb < PWEAPON(0, CHAINGUN_WEAPON, TotalTime)-4) if (*kb < PWEAPON(screenpeek, CHAINGUN_WEAPON, TotalTime)-4)
{ {
i = 0; i = 0;
if (doanim) i = rand()&7; if (doanim) i = rand()&7;
@ -2396,12 +2396,12 @@ void P_DisplayWeapon(int32_t snum)
case PISTOL_WEAPON: case PISTOL_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1, 0) == 0) if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1, 0) == 0)
{ {
if ((*kb) < PWEAPON(0, PISTOL_WEAPON, TotalTime)+1) if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, TotalTime)+1)
{ {
static uint8_t kb_frames[] = { 0, 1, 2 }; static uint8_t kb_frames[] = { 0, 1, 2 };
int32_t l = 195-12+weapon_xoffset; int32_t l = 195-12+weapon_xoffset;
if ((*kb) == PWEAPON(0, PISTOL_WEAPON, FireDelay)) if ((*kb) == PWEAPON(screenpeek, PISTOL_WEAPON, FireDelay))
l -= 3; l -= 3;
guniqhudid = cw; guniqhudid = cw;
@ -2411,20 +2411,20 @@ void P_DisplayWeapon(int32_t snum)
else else
{ {
if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-17) if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-17)
{ {
guniqhudid = cw; guniqhudid = cw;
G_DrawWeaponTile(194-(p->look_ang>>1),looking_arc+230-gun_pos,FIRSTGUN+4,gs,o|512,pal,0); G_DrawWeaponTile(194-(p->look_ang>>1),looking_arc+230-gun_pos,FIRSTGUN+4,gs,o|512,pal,0);
guniqhudid = 0; guniqhudid = 0;
} }
else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-12) else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-12)
{ {
G_DrawWeaponTile(244-((*kb)<<3)-(p->look_ang>>1),looking_arc+130-gun_pos+((*kb)<<4),FIRSTGUN+6,gs,o|512,pal,0); G_DrawWeaponTile(244-((*kb)<<3)-(p->look_ang>>1),looking_arc+130-gun_pos+((*kb)<<4),FIRSTGUN+6,gs,o|512,pal,0);
guniqhudid = cw; guniqhudid = cw;
G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o|512,pal,0); G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
guniqhudid = 0; guniqhudid = 0;
} }
else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-7) else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-7)
{ {
G_DrawWeaponTile(124+((*kb)<<1)-(p->look_ang>>1),looking_arc+430-gun_pos-((*kb)<<3),FIRSTGUN+6,gs,o|512,pal,0); G_DrawWeaponTile(124+((*kb)<<1)-(p->look_ang>>1),looking_arc+430-gun_pos-((*kb)<<3),FIRSTGUN+6,gs,o|512,pal,0);
guniqhudid = cw; guniqhudid = cw;
@ -2432,21 +2432,21 @@ void P_DisplayWeapon(int32_t snum)
guniqhudid = 0; guniqhudid = 0;
} }
else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-4) else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-4)
{ {
G_DrawWeaponTile(184-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+8,gs,o|512,pal,0); G_DrawWeaponTile(184-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+8,gs,o|512,pal,0);
guniqhudid = cw; guniqhudid = cw;
G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+210-gun_pos,FIRSTGUN+5,gs,o|512,pal,0); G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+210-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
guniqhudid = 0; guniqhudid = 0;
} }
else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)-2) else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload)-2)
{ {
G_DrawWeaponTile(164-(p->look_ang>>1),looking_arc+245-gun_pos,FIRSTGUN+8,gs,o|512,pal,0); G_DrawWeaponTile(164-(p->look_ang>>1),looking_arc+245-gun_pos,FIRSTGUN+8,gs,o|512,pal,0);
guniqhudid = cw; guniqhudid = cw;
G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o|512,pal,0); G_DrawWeaponTile(224-(p->look_ang>>1),looking_arc+220-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
guniqhudid = 0; guniqhudid = 0;
} }
else if ((*kb) < PWEAPON(0, PISTOL_WEAPON, Reload)) else if ((*kb) < PWEAPON(screenpeek, PISTOL_WEAPON, Reload))
{ {
guniqhudid = cw; guniqhudid = cw;
G_DrawWeaponTile(194-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+5,gs,o|512,pal,0); G_DrawWeaponTile(194-(p->look_ang>>1),looking_arc+235-gun_pos,FIRSTGUN+5,gs,o|512,pal,0);
@ -2463,7 +2463,7 @@ void P_DisplayWeapon(int32_t snum)
guniqhudid = cw; guniqhudid = cw;
if ((*kb)) if ((*kb))
{ {
if ((*kb) < (PWEAPON(0, p->curr_weapon, TotalTime))) if ((*kb) < (PWEAPON(screenpeek, p->curr_weapon, TotalTime)))
{ {
static uint8_t throw_frames[] = {0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2}; static uint8_t throw_frames[] = {0,0,0,0,0,1,1,1,1,1,1,1,2,2,2,2,2,2,2,2,2};
@ -2505,7 +2505,7 @@ void P_DisplayWeapon(int32_t snum)
case DEVISTATOR_WEAPON: case DEVISTATOR_WEAPON:
if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1, 0) == 0) if (VM_OnEvent(EVENT_DRAWWEAPON,g_player[screenpeek].ps->i,screenpeek, -1, 0) == 0)
{ {
if ((*kb) < (PWEAPON(0, DEVISTATOR_WEAPON, TotalTime)+1) && (*kb) > 0) if ((*kb) < (PWEAPON(screenpeek, DEVISTATOR_WEAPON, TotalTime)+1) && (*kb) > 0)
{ {
static uint8_t cycloidy[] = {0,4,12,24,12,4,0}; static uint8_t cycloidy[] = {0,4,12,24,12,4,0};
@ -3652,7 +3652,7 @@ static void P_ProcessWeapon(int32_t snum)
if (VM_OnEvent(EVENT_HOLSTER, p->i, snum, -1, 0) == 0) if (VM_OnEvent(EVENT_HOLSTER, p->i, snum, -1, 0) == 0)
{ {
if (PWEAPON(0, p->curr_weapon, WorksLike) != KNEE_WEAPON) if (PWEAPON(snum, p->curr_weapon, WorksLike) != KNEE_WEAPON)
{ {
if (p->holster_weapon == 0 && p->weapon_pos == 0) if (p->holster_weapon == 0 && p->weapon_pos == 0)
{ {
@ -4488,7 +4488,7 @@ void P_ProcessInput(int32_t snum)
P_UpdatePosWhenViewingCam(p); P_UpdatePosWhenViewingCam(p);
P_DoCounters(snum); P_DoCounters(snum);
if (PWEAPON(0, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON) if (PWEAPON(snum, p->curr_weapon, WorksLike) == HANDREMOTE_WEAPON)
P_ProcessWeapon(snum); P_ProcessWeapon(snum);
return; return;
@ -4937,8 +4937,8 @@ void P_ProcessInput(int32_t snum)
} }
if (p->fist_incs || p->transporter_hold > 2 || p->hard_landing || p->access_incs > 0 || p->knee_incs > 0 || if (p->fist_incs || p->transporter_hold > 2 || p->hard_landing || p->access_incs > 0 || p->knee_incs > 0 ||
(PWEAPON(0, p->curr_weapon, WorksLike) == TRIPBOMB_WEAPON && (PWEAPON(snum, p->curr_weapon, WorksLike) == TRIPBOMB_WEAPON &&
*kb > 1 && *kb < PWEAPON(0, p->curr_weapon, FireDelay))) *kb > 1 && *kb < PWEAPON(snum, p->curr_weapon, FireDelay)))
{ {
doubvel = 0; doubvel = 0;
p->vel.x = 0; p->vel.x = 0;