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https://github.com/ZDoom/raze-gles.git
synced 2025-02-11 07:40:41 +00:00
- renamed a few things.
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parent
b1f2475230
commit
b8b79b6fa9
1 changed files with 44 additions and 44 deletions
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@ -85,12 +85,12 @@ void deletesprite(int num)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void addammo(int weapon, struct player_struct* p, int amount)
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void addammo(int weapon, struct player_struct* player, int amount)
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{
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{
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p->ammo_amount[weapon] += amount;
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player->ammo_amount[weapon] += amount;
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if (p->ammo_amount[weapon] > max_ammo_amount[weapon])
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if (player->ammo_amount[weapon] > max_ammo_amount[weapon])
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p->ammo_amount[weapon] = max_ammo_amount[weapon];
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player->ammo_amount[weapon] = max_ammo_amount[weapon];
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -99,24 +99,24 @@ void addammo(int weapon, struct player_struct* p, int amount)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void checkavailinven(struct player_struct* p)
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void checkavailinven(struct player_struct* player)
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{
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{
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if (p->firstaid_amount > 0)
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if (player->firstaid_amount > 0)
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p->inven_icon = ICON_FIRSTAID;
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player->inven_icon = ICON_FIRSTAID;
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else if (p->steroids_amount > 0)
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else if (player->steroids_amount > 0)
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p->inven_icon = ICON_STEROIDS;
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player->inven_icon = ICON_STEROIDS;
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else if (p->holoduke_amount > 0)
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else if (player->holoduke_amount > 0)
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p->inven_icon = ICON_HOLODUKE;
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player->inven_icon = ICON_HOLODUKE;
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else if (p->jetpack_amount > 0)
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else if (player->jetpack_amount > 0)
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p->inven_icon = ICON_JETPACK;
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player->inven_icon = ICON_JETPACK;
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else if (p->heat_amount > 0)
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else if (player->heat_amount > 0)
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p->inven_icon = ICON_HEATS;
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player->inven_icon = ICON_HEATS;
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else if (p->scuba_amount > 0)
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else if (player->scuba_amount > 0)
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p->inven_icon = ICON_SCUBA;
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player->inven_icon = ICON_SCUBA;
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else if (p->boot_amount > 0)
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else if (player->boot_amount > 0)
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p->inven_icon = ICON_BOOTS;
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player->inven_icon = ICON_BOOTS;
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else p->inven_icon = ICON_NONE;
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else player->inven_icon = ICON_NONE;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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@ -125,29 +125,29 @@ void checkavailinven(struct player_struct* p)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void checkavailweapon(struct player_struct* p)
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void checkavailweapon(struct player_struct* player)
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{
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{
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short i, snum;
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short i, snum;
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int weap;
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int weap;
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if (p->wantweaponfire >= 0)
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if (player->wantweaponfire >= 0)
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{
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{
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weap = p->wantweaponfire;
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weap = player->wantweaponfire;
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p->wantweaponfire = -1;
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player->wantweaponfire = -1;
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if (weap == p->curr_weapon) return;
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if (weap == player->curr_weapon) return;
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else if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
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else if (player->gotweapon[weap] && player->ammo_amount[weap] > 0)
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{
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{
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fi.addweapon(p, weap);
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fi.addweapon(player, weap);
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return;
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return;
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}
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}
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}
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}
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weap = p->curr_weapon;
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weap = player->curr_weapon;
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if (p->gotweapon[weap] && p->ammo_amount[weap] > 0)
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if (player->gotweapon[weap] && player->ammo_amount[weap] > 0)
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return;
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return;
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snum = sprite[p->i].yvel;
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snum = player->GetPlayerNum();
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int max = MAX_WEAPON;
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int max = MAX_WEAPON;
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for (i = 0; i <= max; i++)
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for (i = 0; i <= max; i++)
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@ -158,7 +158,7 @@ void checkavailweapon(struct player_struct* p)
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if (weap == 0) weap = max;
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if (weap == 0) weap = max;
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else weap--;
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else weap--;
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if (weap == MIN_WEAPON || (p->gotweapon[weap] && p->ammo_amount[weap] > 0))
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if (weap == MIN_WEAPON || (player->gotweapon[weap] && player->ammo_amount[weap] > 0))
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break;
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break;
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}
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}
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@ -166,30 +166,30 @@ void checkavailweapon(struct player_struct* p)
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// Found the weapon
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// Found the weapon
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p->last_weapon = p->curr_weapon;
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player->last_weapon = player->curr_weapon;
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p->random_club_frame = 0;
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player->random_club_frame = 0;
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p->curr_weapon = weap;
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player->curr_weapon = weap;
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if (isWW2GI())
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if (isWW2GI())
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{
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{
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SetGameVarID(g_iWeaponVarID, p->curr_weapon, p->i, snum); // snum is playerindex!
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SetGameVarID(g_iWeaponVarID, player->curr_weapon, player->GetActor(), snum); // snum is playerindex!
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if (p->curr_weapon >= 0)
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if (player->curr_weapon >= 0)
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{
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{
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[p->curr_weapon][snum], p->i, snum);
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SetGameVarID(g_iWorksLikeVarID, aplWeaponWorksLike[player->curr_weapon][snum], player->GetActor(), snum);
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}
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}
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else
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else
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{
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{
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SetGameVarID(g_iWorksLikeVarID, -1, p->i, snum);
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SetGameVarID(g_iWorksLikeVarID, -1, player->GetActor(), snum);
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}
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}
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OnEvent(EVENT_CHANGEWEAPON, snum, p->i, -1);
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OnEvent(EVENT_CHANGEWEAPON, snum, player->i, -1);
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}
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}
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p->okickback_pic = p->kickback_pic = 0;
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player->okickback_pic = player->kickback_pic = 0;
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if (p->holster_weapon == 1)
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if (player->holster_weapon == 1)
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{
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{
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p->holster_weapon = 0;
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player->holster_weapon = 0;
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p->weapon_pos = 10;
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player->weapon_pos = 10;
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}
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}
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else p->weapon_pos = -1;
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else player->weapon_pos = -1;
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}
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}
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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