- renamed a few things.

This commit is contained in:
Christoph Oelckers 2020-10-21 18:42:47 +02:00
parent b1f2475230
commit b8b79b6fa9

View file

@ -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;
}
//---------------------------------------------------------------------------