diff --git a/source/games/duke/src/actors.cpp b/source/games/duke/src/actors.cpp index 9e6f9eeb2..c5734083e 100644 --- a/source/games/duke/src/actors.cpp +++ b/source/games/duke/src/actors.cpp @@ -85,12 +85,12 @@ void deletesprite(int num) // //--------------------------------------------------------------------------- -void addammo(int weapon, struct player_struct* p, int amount) +void addammo(int weapon, struct player_struct* player, int amount) { - p->ammo_amount[weapon] += amount; + player->ammo_amount[weapon] += amount; - if (p->ammo_amount[weapon] > max_ammo_amount[weapon]) - p->ammo_amount[weapon] = max_ammo_amount[weapon]; + if (player->ammo_amount[weapon] > max_ammo_amount[weapon]) + player->ammo_amount[weapon] = max_ammo_amount[weapon]; } //--------------------------------------------------------------------------- @@ -99,24 +99,24 @@ void addammo(int weapon, struct player_struct* p, int amount) // //--------------------------------------------------------------------------- -void checkavailinven(struct player_struct* p) +void checkavailinven(struct player_struct* player) { - if (p->firstaid_amount > 0) - p->inven_icon = ICON_FIRSTAID; - else if (p->steroids_amount > 0) - p->inven_icon = ICON_STEROIDS; - else if (p->holoduke_amount > 0) - p->inven_icon = ICON_HOLODUKE; - else if (p->jetpack_amount > 0) - p->inven_icon = ICON_JETPACK; - else if (p->heat_amount > 0) - p->inven_icon = ICON_HEATS; - else if (p->scuba_amount > 0) - p->inven_icon = ICON_SCUBA; - else if (p->boot_amount > 0) - p->inven_icon = ICON_BOOTS; - else p->inven_icon = ICON_NONE; + if (player->firstaid_amount > 0) + player->inven_icon = ICON_FIRSTAID; + else if (player->steroids_amount > 0) + player->inven_icon = ICON_STEROIDS; + else if (player->holoduke_amount > 0) + player->inven_icon = ICON_HOLODUKE; + else if (player->jetpack_amount > 0) + player->inven_icon = ICON_JETPACK; + else if (player->heat_amount > 0) + player->inven_icon = ICON_HEATS; + else if (player->scuba_amount > 0) + player->inven_icon = ICON_SCUBA; + else if (player->boot_amount > 0) + player->inven_icon = ICON_BOOTS; + else player->inven_icon = ICON_NONE; } //--------------------------------------------------------------------------- @@ -125,29 +125,29 @@ void checkavailinven(struct player_struct* p) // //--------------------------------------------------------------------------- -void checkavailweapon(struct player_struct* p) +void checkavailweapon(struct player_struct* player) { short i, snum; int weap; - if (p->wantweaponfire >= 0) + if (player->wantweaponfire >= 0) { - weap = p->wantweaponfire; - p->wantweaponfire = -1; + weap = player->wantweaponfire; + player->wantweaponfire = -1; - if (weap == p->curr_weapon) return; - else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0) + if (weap == player->curr_weapon) return; + else if (player->gotweapon[weap] && player->ammo_amount[weap] > 0) { - fi.addweapon(p, weap); + fi.addweapon(player, weap); return; } } - weap = p->curr_weapon; - if (p->gotweapon[weap] && p->ammo_amount[weap] > 0) + weap = player->curr_weapon; + if (player->gotweapon[weap] && player->ammo_amount[weap] > 0) return; - snum = sprite[p->i].yvel; + snum = player->GetPlayerNum(); int max = MAX_WEAPON; for (i = 0; i <= max; i++) @@ -158,7 +158,7 @@ void checkavailweapon(struct player_struct* p) if (weap == 0) weap = max; else weap--; - if (weap == MIN_WEAPON || (p->gotweapon[weap] && p->ammo_amount[weap] > 0)) + if (weap == MIN_WEAPON || (player->gotweapon[weap] && player->ammo_amount[weap] > 0)) break; } @@ -166,30 +166,30 @@ void checkavailweapon(struct player_struct* p) // Found the weapon - p->last_weapon = p->curr_weapon; - p->random_club_frame = 0; - p->curr_weapon = weap; + player->last_weapon = player->curr_weapon; + player->random_club_frame = 0; + player->curr_weapon = weap; if (isWW2GI()) { - SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->i, snum); // snum is playerindex! - if (p->curr_weapon >= 0) + SetGameVarID(g_iWeaponVarID, player->curr_weapon, player->GetActor(), snum); // snum is playerindex! + if (player->curr_weapon >= 0) { - SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum); + SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[player->curr_weapon][snum], player->GetActor(), snum); } else { - SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum); + SetGameVarID(g_iWorksLikeVarID, -1, player->GetActor(), snum); } - OnEvent(EVENT_CHANGEWEAPON, snum, p->i, -1); + OnEvent(EVENT_CHANGEWEAPON, snum, player->i, -1); } - p->okickback_pic = p->kickback_pic = 0; - if (p->holster_weapon == 1) + player->okickback_pic = player->kickback_pic = 0; + if (player->holster_weapon == 1) { - p->holster_weapon = 0; - p->weapon_pos = 10; + player->holster_weapon = 0; + player->weapon_pos = 10; } - else p->weapon_pos = -1; + else player->weapon_pos = -1; } //---------------------------------------------------------------------------