diff --git a/source/games/blood/src/animatesprite.cpp b/source/games/blood/src/animatesprite.cpp index e8eb065f9..8dd3d8a34 100644 --- a/source/games/blood/src/animatesprite.cpp +++ b/source/games/blood/src/animatesprite.cpp @@ -444,7 +444,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n assert(pTSprite->type >= kDudePlayer1 && pTSprite->type <= kDudePlayer8); PLAYER *pPlayer = &gPlayer[pTSprite->type-kDudePlayer1]; WEAPONICON weaponIcon = gWeaponIcon[pPlayer->curWeapon]; - const int nTile = weaponIcon.nTile; + auto& nTile = weaponIcon.nTile; if (nTile < 0) break; auto pNSprite = viewInsertTSprite(tsprite, spritesortcnt, pTSprite->sectnum, 32767, pTSprite); if (!pNSprite) @@ -457,15 +457,14 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n pNSprite->shade = pTSprite->shade; pNSprite->xrepeat = 32; pNSprite->yrepeat = 32; - const int nVoxel = voxelIndex[nTile]; + auto& nVoxel = voxelIndex[nTile]; if (cl_showweapon == 2 && r_voxels && nVoxel != -1) { pNSprite->cstat |= 48; pNSprite->cstat &= ~8; pNSprite->picnum = nVoxel; pNSprite->z -= weaponIcon.zOffset<<8; - const int lifeLeech = 9; - if (pPlayer->curWeapon == lifeLeech) + if (pPlayer->curWeapon == kWeapLifeLeech) { pNSprite->x -= MulScale(128, Cos(pNSprite->ang), 30); pNSprite->y -= MulScale(128, Sin(pNSprite->ang), 30); @@ -479,7 +478,7 @@ static tspritetype *viewAddEffect(spritetype* tsprite, int& spritesortcnt, int n static void viewApplyDefaultPal(tspritetype *pTSprite, sectortype const *pSector) { - int const nXSector = pSector->extra; + auto& nXSector = pSector->extra; XSECTOR const *pXSector = nXSector >= 0 ? &xsector[nXSector] : NULL; if (pXSector && pXSector->color && (VanillaMode() || pSector->floorpal != 0)) { diff --git a/source/games/blood/src/messages.cpp b/source/games/blood/src/messages.cpp index dd6a33ae5..7f7fe7cf0 100644 --- a/source/games/blood/src/messages.cpp +++ b/source/games/blood/src/messages.cpp @@ -102,7 +102,7 @@ void SetWeapons(bool stat) { // Keep the pitchfork to avoid freeze gMe->hasWeapon[1] = 1; - gMe->curWeapon = 0; + gMe->curWeapon = kWeapNone; gMe->nextWeapon = 1; } viewSetMessage(GStrings("TXTB_NOWEAP")); @@ -400,7 +400,7 @@ const char* GameInterface::GenericCheat(int player, int cheat) powerupActivate(gMe, kPwUpDeliriumShroom); gMe->pXSprite->health = 16; gMe->hasWeapon[1] = 1; - gMe->curWeapon = 0; + gMe->curWeapon = kWeapNone; gMe->nextWeapon = 1; break; diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index ba6910953..6ebf98fee 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -2039,7 +2039,7 @@ void trPlayerCtrlEraseStuff(XSPRITE* pXSource, PLAYER* pPlayer) { } pPlayer->hasWeapon[1] = true; - pPlayer->curWeapon = 0; + pPlayer->curWeapon = kWeapNone; pPlayer->nextWeapon = 1; WeaponRaise(pPlayer); @@ -5064,7 +5064,7 @@ bool modernTypeOperateSprite(int nSprite, spritetype* pSprite, XSPRITE* pXSprite switch (cmd) { case 36: actHealDude(pPlayer->pXSprite, ((pXSprite->data2 > 0) ? ClipHigh(pXSprite->data2, 200) : getDudeInfo(pPlayer->pSprite->type)->startHealth), 200); - pPlayer->curWeapon = 1; + pPlayer->curWeapon = kWeapPitchFork; break; } diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index 9cf0895eb..f08d7b15d 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -794,7 +794,7 @@ void playerReset(PLAYER *pPlayer) pPlayer->weaponMode[i] = 0; } pPlayer->hasWeapon[1] = 1; - pPlayer->curWeapon = 0; + pPlayer->curWeapon = kWeapNone; pPlayer->qavCallback = -1; pPlayer->newWeapon = 1; for (int i = 0; i < 14; i++) @@ -1968,7 +1968,7 @@ int playerDamageSprite(DBloodActor* source, PLAYER *pPlayer, DAMAGE_TYPE nDamage } pPlayer->deathTime = 0; pPlayer->qavLoop = 0; - pPlayer->curWeapon = 0; + pPlayer->curWeapon = kWeapNone; pPlayer->fraggerId = nSource; pPlayer->voodooTargets = 0; if (nDamageType == kDamageExplode && nDamage < (9<<4)) diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 16d641df2..ec15179de 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -208,7 +208,7 @@ void LifeLeechOperate(spritetype *pSprite, XSPRITE *pXSprite, EVENT event) { pPlayer->ammoCount[8] = ClipHigh(pPlayer->ammoCount[8]+pXSprite->data3, gAmmoInfo[8].max); pPlayer->hasWeapon[9] = 1; - if (pPlayer->curWeapon != 9) + if (pPlayer->curWeapon != kWeapLifeLeech) { pPlayer->weaponState = 0; pPlayer->nextWeapon = 9; diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp index ec9307b23..70aeb86c3 100644 --- a/source/games/blood/src/weapon.cpp +++ b/source/games/blood/src/weapon.cpp @@ -148,7 +148,7 @@ static bool sub_4B1A4(PLAYER *pPlayer) { switch (pPlayer->curWeapon) { - case 7: + case kWeapSpraycan: switch (pPlayer->weaponState) { case 5: @@ -156,7 +156,7 @@ static bool sub_4B1A4(PLAYER *pPlayer) return 1; } break; - case 6: + case kWeapDynamite: switch (pPlayer->weaponState) { case 4: @@ -193,9 +193,9 @@ static bool CheckAmmo(PLAYER *pPlayer, int ammotype, int count) return 1; if (ammotype == -1) return 1; - if (pPlayer->curWeapon == 12 && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11) + if (pPlayer->curWeapon == kWeapRemote && pPlayer->weaponAmmo == 11 && pPlayer->weaponState == 11) return 1; - if (pPlayer->curWeapon == 9 && pPlayer->pXSprite->health >= unsigned(count<<4)) + if (pPlayer->curWeapon == kWeapLifeLeech && pPlayer->pXSprite->health >= unsigned(count<<4)) return 1; return pPlayer->ammoCount[ammotype] >= count; } @@ -264,7 +264,7 @@ void WeaponDraw(PLAYER *pPlayer, int shade, double xpos, double ypos, int palnum int duration; double smoothratio; - qavProcessTimer(pPlayer, pQAV, &duration, &smoothratio, pPlayer->weaponState == -1 || (pPlayer->curWeapon == 3 && pPlayer->weaponState == 7)); + qavProcessTimer(pPlayer, pQAV, &duration, &smoothratio, pPlayer->weaponState == -1 || (pPlayer->curWeapon == kWeapShotgun && pPlayer->weaponState == 7)); pQAV->x = int(xpos); pQAV->y = int(ypos); @@ -346,7 +346,7 @@ void UpdateAimVector(PLAYER * pPlayer) int nTarget = -1; pPlayer->aimTargetsCount = 0; int autoaim = Autoaim(pPlayer->nPlayer); - if (autoaim == 1 || (autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == 10 || pPlayer->curWeapon == 9) + if (autoaim == 1 || (autoaim == 2 && !pWeaponTrack->bIsProjectile) || pPlayer->curWeapon == kWeapVoodooDoll || pPlayer->curWeapon == kWeapLifeLeech) { int nClosest = 0x7fffffff; int nSprite; @@ -503,11 +503,11 @@ void WeaponRaise(PLAYER *pPlayer) pPlayer->weaponAmmo = weaponModes[pPlayer->curWeapon].ammoType; switch (pPlayer->curWeapon) { - case 1: // pitchfork + case kWeapPitchFork: pPlayer->weaponState = 0; StartQAV(pPlayer, 0, -1, 0); break; - case 7: // spraycan + case kWeapSpraycan: if (pPlayer->weaponState == 2) { pPlayer->weaponState = 3; @@ -519,7 +519,7 @@ void WeaponRaise(PLAYER *pPlayer) StartQAV(pPlayer, 4, -1, 0); } break; - case 6: // dynamite + case kWeapDynamite: if (gInfiniteAmmo || checkAmmo2(pPlayer, 5, 1)) { pPlayer->weaponState = 3; @@ -529,14 +529,14 @@ void WeaponRaise(PLAYER *pPlayer) StartQAV(pPlayer, 18, -1, 0); } break; - case 11: // proximity + case kWeapProximity: if (gInfiniteAmmo || checkAmmo2(pPlayer, 10, 1)) { pPlayer->weaponState = 7; StartQAV(pPlayer, 25, -1, 0); } break; - case 12: // remote + case kWeapRemote: if (gInfiniteAmmo || checkAmmo2(pPlayer, 11, 1)) { pPlayer->weaponState = 10; @@ -548,7 +548,7 @@ void WeaponRaise(PLAYER *pPlayer) pPlayer->weaponState = 11; } break; - case 3: // sawed off + case kWeapShotgun: if (powerupCheck(pPlayer, kPwUpTwoGuns)) { if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4) @@ -575,7 +575,7 @@ void WeaponRaise(PLAYER *pPlayer) StartQAV(pPlayer, 50, -1, 0); } break; - case 4: // tommy gun + case kWeapTommyGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2)) { pPlayer->weaponState = 1; @@ -587,14 +587,14 @@ void WeaponRaise(PLAYER *pPlayer) StartQAV(pPlayer, 64, -1, 0); } break; - case 10: // voodoo + case kWeapVoodooDoll: if (gInfiniteAmmo || checkAmmo2(pPlayer, 9, 1)) { pPlayer->weaponState = 2; StartQAV(pPlayer, 100, -1, 0); } break; - case 2: // flaregun + case kWeapFlareGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2)) { StartQAV(pPlayer, 45, -1, 0); @@ -606,7 +606,7 @@ void WeaponRaise(PLAYER *pPlayer) pPlayer->weaponState = 2; } break; - case 8: // tesla cannon + case kWeapTeslaCannon: if (checkAmmo2(pPlayer, 7, 1)) { pPlayer->weaponState = 2; @@ -621,7 +621,7 @@ void WeaponRaise(PLAYER *pPlayer) StartQAV(pPlayer, 74, -1, 0); } break; - case 5: // napalm + case kWeapNapalm: if (powerupCheck(pPlayer, kPwUpTwoGuns)) { StartQAV(pPlayer, 120, -1, 0); @@ -633,11 +633,11 @@ void WeaponRaise(PLAYER *pPlayer) pPlayer->weaponState = 2; } break; - case 9: // life leech + case kWeapLifeLeech: pPlayer->weaponState = 2; StartQAV(pPlayer, 111, -1, 0); break; - case 13: // beast + case kWeapBeast: pPlayer->weaponState = 2; StartQAV(pPlayer, 93, -1, 0); break; @@ -653,10 +653,10 @@ void WeaponLower(PLAYER *pPlayer) int prevState = pPlayer->weaponState; switch (pPlayer->curWeapon) { - case 1: + case kWeapPitchFork: StartQAV(pPlayer, 3, -1, 0); break; - case 7: + case kWeapSpraycan: sfxKill3DSound(pPlayer->pSprite, -1, 441); switch (prevState) { @@ -724,7 +724,7 @@ void WeaponLower(PLAYER *pPlayer) break; } break; - case 6: + case kWeapDynamite: switch (prevState) { case 1: @@ -761,7 +761,7 @@ void WeaponLower(PLAYER *pPlayer) break; } break; - case 11: + case kWeapProximity: switch (prevState) { case 7: @@ -769,7 +769,7 @@ void WeaponLower(PLAYER *pPlayer) break; } break; - case 12: + case kWeapRemote: switch (prevState) { case 10: @@ -780,47 +780,47 @@ void WeaponLower(PLAYER *pPlayer) break; } break; - case 3: + case kWeapShotgun: if (powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 63, -1, 0); else StartQAV(pPlayer, 58, -1, 0); break; - case 4: + case kWeapTommyGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 1) StartQAV(pPlayer, 72, -1, 0); else StartQAV(pPlayer, 68, -1, 0); break; - case 2: + case kWeapFlareGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 3) StartQAV(pPlayer, 49, -1, 0); else StartQAV(pPlayer, 44, -1, 0); break; - case 10: + case kWeapVoodooDoll: StartQAV(pPlayer, 109, -1, 0); break; - case 8: + case kWeapTeslaCannon: if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 88, -1, 0); else StartQAV(pPlayer, 81, -1, 0); break; - case 5: + case kWeapNapalm: if (powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 124, -1, 0); else StartQAV(pPlayer, 92, -1, 0); break; - case 9: + case kWeapLifeLeech: StartQAV(pPlayer, 119, -1, 0); break; - case 13: + case kWeapBeast: StartQAV(pPlayer, 99, -1, 0); break; } - pPlayer->curWeapon = 0; + pPlayer->curWeapon = kWeapNone; pPlayer->qavLoop = 0; } @@ -838,10 +838,10 @@ void WeaponUpdateState(PLAYER *pPlayer) } switch (lastWeapon) { - case 1: + case kWeapPitchFork: pPlayer->weaponQav = 1; break; - case 7: + case kWeapSpraycan: switch (vb) { case 0: @@ -875,7 +875,7 @@ void WeaponUpdateState(PLAYER *pPlayer) break; } break; - case 6: + case kWeapDynamite: switch (vb) { case 1: @@ -903,7 +903,7 @@ void WeaponUpdateState(PLAYER *pPlayer) break; } break; - case 11: + case kWeapProximity: switch (vb) { case 7: @@ -915,7 +915,7 @@ void WeaponUpdateState(PLAYER *pPlayer) break; } break; - case 12: + case kWeapRemote: switch (vb) { case 10: @@ -935,7 +935,7 @@ void WeaponUpdateState(PLAYER *pPlayer) break; } break; - case 3: + case kWeapShotgun: switch (vb) { case 6: @@ -968,7 +968,7 @@ void WeaponUpdateState(PLAYER *pPlayer) break; } break; - case 4: + case kWeapTommyGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2)) { pPlayer->weaponQav = 70; @@ -980,7 +980,7 @@ void WeaponUpdateState(PLAYER *pPlayer) pPlayer->weaponState = 0; } break; - case 2: + case kWeapFlareGun: if (powerupCheck(pPlayer, kPwUpTwoGuns)) { if (vb == 3 && checkAmmo2(pPlayer, 1, 2)) @@ -994,13 +994,13 @@ void WeaponUpdateState(PLAYER *pPlayer) else pPlayer->weaponQav = 42; break; - case 10: + case kWeapVoodooDoll: if (pXSprite->height < 256 && abs(pPlayer->swayHeight) > 16) pPlayer->weaponQav = 102; else pPlayer->weaponQav = 101; break; - case 8: + case kWeapTeslaCannon: switch (vb) { case 2: @@ -1014,7 +1014,7 @@ void WeaponUpdateState(PLAYER *pPlayer) break; } break; - case 5: + case kWeapNapalm: switch (vb) { case 3: @@ -1028,7 +1028,7 @@ void WeaponUpdateState(PLAYER *pPlayer) break; } break; - case 9: + case kWeapLifeLeech: switch (vb) { case 2: @@ -1036,7 +1036,7 @@ void WeaponUpdateState(PLAYER *pPlayer) break; } break; - case 13: + case kWeapBeast: pPlayer->weaponQav = 94; break; } @@ -1098,7 +1098,7 @@ void ExplodeCan(int, PLAYER *pPlayer) evPost(pSprite->index, 3, 0, kCmdOn); UseAmmo(pPlayer, 6, gAmmoItemData[0].count); StartQAV(pPlayer, 15, -1); - pPlayer->curWeapon = 0; + pPlayer->curWeapon = kWeapNone; pPlayer->throwPower = 0; } @@ -1133,7 +1133,7 @@ void ExplodeBundle(int, PLAYER *pPlayer) evPost(pSprite->index, 3, 0, kCmdOn); UseAmmo(pPlayer, 5, 1); StartQAV(pPlayer, 24, -1, 0); - pPlayer->curWeapon = 0; + pPlayer->curWeapon = kWeapNone; pPlayer->throwPower = 0; } @@ -1763,7 +1763,7 @@ static int WeaponFindNext(PLAYER *pPlayer, int *a2, int bDir) weapon = OrderPrev[weapon]; if (weaponModes[weapon].update && pPlayer->hasWeapon[weapon]) { - if (weapon == 9) + if (weapon == kWeapLifeLeech) { if (CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1)) break; @@ -1778,7 +1778,7 @@ static int WeaponFindNext(PLAYER *pPlayer, int *a2, int bDir) if (weapon == pPlayer->curWeapon) { if (!weaponModes[weapon].update || !CheckAmmo(pPlayer, weaponModes[weapon].ammoType, 1)) - weapon = 1; + weapon = kWeapPitchFork; } if (a2) *a2 = 0; @@ -1801,7 +1801,7 @@ static int WeaponFindLoaded(PLAYER *pPlayer, int *a2) } } } - if (v4 == 1) + if (v4 == kWeapPitchFork) { int vc = 0; for (int i = 0; i < 14; i++) @@ -2014,13 +2014,13 @@ void WeaponProcess(PLAYER *pPlayer) { { if (sub_4B1A4(pPlayer)) { - if (pPlayer->curWeapon == 7) + if (pPlayer->curWeapon == kWeapSpraycan) { pPlayer->fuseTime = pPlayer->weaponTimer; DropCan(1, pPlayer); pPlayer->weaponState = 3; } - else if (pPlayer->curWeapon == 6) + else if (pPlayer->curWeapon == kWeapDynamite) { pPlayer->fuseTime = pPlayer->weaponTimer; DropBundle(1, pPlayer); @@ -2056,34 +2056,34 @@ void WeaponProcess(PLAYER *pPlayer) { pPlayer->weaponTimer = ClipLow(pPlayer->weaponTimer, 0); switch (pPlayer->curWeapon) { - case 7: + case kWeapSpraycan: if (processSprayCan(pPlayer)) return; break; - case 6: + case kWeapDynamite: if (processTNT(pPlayer)) return; break; - case 11: + case kWeapProximity: if (processProxy(pPlayer)) return; break; - case 12: + case kWeapRemote: if (processRemote(pPlayer)) return; break; } if (pPlayer->weaponTimer > 0) return; - if (pPlayer->pXSprite->health == 0 || pPlayer->curWeapon == 0) + if (pPlayer->pXSprite->health == 0 || pPlayer->curWeapon == kWeapNone) pPlayer->weaponQav = -1; switch (pPlayer->curWeapon) { - case 9: + case kWeapLifeLeech: if (processLeech(pPlayer)) return; break; - case 8: + case kWeapTeslaCannon: if (processTesla(pPlayer)) return; break; @@ -2148,14 +2148,14 @@ void WeaponProcess(PLAYER *pPlayer) { switch (pPlayer->curWeapon) { - case 6: - weapon = 11; + case kWeapDynamite: + weapon = kWeapProximity; break; - case 11: - weapon = 12; + case kWeapProximity: + weapon = kWeapRemote; break; - case 12: - weapon = 6; + case kWeapRemote: + weapon = kWeapDynamite; break; default: return; @@ -2201,21 +2201,21 @@ void WeaponProcess(PLAYER *pPlayer) { { if (pPlayer->newWeapon == 6) { - if (pPlayer->curWeapon == 6) + if (pPlayer->curWeapon == kWeapDynamite) { if (checkAmmo2(pPlayer, 10, 1)) pPlayer->newWeapon = 11; else if (checkAmmo2(pPlayer, 11, 1)) pPlayer->newWeapon = 12; } - else if (pPlayer->curWeapon == 11) + else if (pPlayer->curWeapon == kWeapProximity) { if (checkAmmo2(pPlayer, 11, 1)) pPlayer->newWeapon = 12; else if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0) pPlayer->newWeapon = 6; } - else if (pPlayer->curWeapon == 12) + else if (pPlayer->curWeapon == kWeapRemote) { if (checkAmmo2(pPlayer, 5, 1) && pPlayer->isUnderwater == 0) pPlayer->newWeapon = 6; @@ -2304,10 +2304,10 @@ void WeaponProcess(PLAYER *pPlayer) { { switch (pPlayer->curWeapon) { - case 1: + case kWeapPitchFork: StartQAV(pPlayer, 2, nClientFirePitchfork, 0); return; - case 7: + case kWeapSpraycan: switch (pPlayer->weaponState) { case 3: @@ -2316,7 +2316,7 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 6: + case kWeapDynamite: switch (pPlayer->weaponState) { case 3: @@ -2327,7 +2327,7 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 11: + case kWeapProximity: switch (pPlayer->weaponState) { case 7: @@ -2337,7 +2337,7 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 12: + case kWeapRemote: switch (pPlayer->weaponState) { case 10: @@ -2351,7 +2351,7 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 3: + case kWeapShotgun: switch (pPlayer->weaponState) { case 7: @@ -2368,19 +2368,19 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 4: + case kWeapTommyGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2)) StartQAV(pPlayer, 71, nClientFireTommy, 1); else StartQAV(pPlayer, 66, nClientFireTommy, 1); return; - case 2: + case kWeapFlareGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2)) StartQAV(pPlayer, 48, nClientFireFlare, 0); else StartQAV(pPlayer, 43, nClientFireFlare, 0); return; - case 10: + case kWeapVoodooDoll: { static int nChance[] = { 0xa000, 0xc000, 0xe000, 0x10000 }; int nRand = wrand()*2; @@ -2394,7 +2394,7 @@ void WeaponProcess(PLAYER *pPlayer) { StartQAV(pPlayer,103+i, nClientFireVoodoo, 0); return; } - case 8: + case kWeapTeslaCannon: switch (pPlayer->weaponState) { case 2: @@ -2412,17 +2412,17 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 5: + case kWeapNapalm: if (powerupCheck(pPlayer, kPwUpTwoGuns)) StartQAV(pPlayer, 122, nClientFireNapalm, 0); else StartQAV(pPlayer, 91, nClientFireNapalm, 0); return; - case 9: + case kWeapLifeLeech: sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0); StartQAV(pPlayer, 116, nClientFireLifeLeech, 0); return; - case 13: + case kWeapBeast: StartQAV(pPlayer, 95+Random(4), nClientFireBeast, 0); return; } @@ -2431,10 +2431,10 @@ void WeaponProcess(PLAYER *pPlayer) { { switch (pPlayer->curWeapon) { - case 1: + case kWeapPitchFork: StartQAV(pPlayer, 2, nClientFirePitchfork, 0); return; - case 7: + case kWeapSpraycan: switch (pPlayer->weaponState) { case 3: @@ -2443,7 +2443,7 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 6: + case kWeapDynamite: switch (pPlayer->weaponState) { case 3: @@ -2467,7 +2467,7 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 11: + case kWeapProximity: switch (pPlayer->weaponState) { case 7: @@ -2476,7 +2476,7 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 12: + case kWeapRemote: switch (pPlayer->weaponState) { case 10: @@ -2492,7 +2492,7 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 3: + case kWeapShotgun: switch (pPlayer->weaponState) { case 7: @@ -2509,25 +2509,25 @@ void WeaponProcess(PLAYER *pPlayer) { return; } break; - case 4: + case kWeapTommyGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2)) StartQAV(pPlayer, 73, nClientAltFireSpread2, 0); else StartQAV(pPlayer, 67, nClientAltFireSpread2, 0); return; - case 10: + case kWeapVoodooDoll: sfxPlay3DSound(pPlayer->pSprite, 461, 2, 0); StartQAV(pPlayer, 110, nClientAltFireVoodoo, 0); return; #if 0 - case 2: + case kWeapFlareGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2)) StartQAV(pPlayer, 48, nClientFireFlare, 0); else StartQAV(pPlayer, 43, nClientFireFlare, 0); return; #endif - case 8: + case kWeapTeslaCannon: if (checkAmmo2(pPlayer, 7, 35)) { if (checkAmmo2(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns)) @@ -2543,7 +2543,7 @@ void WeaponProcess(PLAYER *pPlayer) { StartQAV(pPlayer, 77, nClientFireTesla, 0); } return; - case 5: + case kWeapNapalm: if (powerupCheck(pPlayer, kPwUpTwoGuns)) // by NoOne: allow napalm launcher alt fire act like in v1.0x versions if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) StartQAV(pPlayer, 123, nClientFireNapalm2, 0); @@ -2551,7 +2551,7 @@ void WeaponProcess(PLAYER *pPlayer) { else StartQAV(pPlayer, 91, (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) ? nClientFireNapalm : nClientAltFireNapalm, 0); return; - case 2: + case kWeapFlareGun: if (CheckAmmo(pPlayer, 1, 8)) { if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 16)) @@ -2567,7 +2567,7 @@ void WeaponProcess(PLAYER *pPlayer) { StartQAV(pPlayer, 43, nClientFireFlare, 0); } return; - case 9: + case kWeapLifeLeech: if (gGameOptions.nGameType <= 1 && !checkAmmo2(pPlayer, 8, 1) && pPlayer->pXSprite->health < (25 << 4)) { sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0);