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- removed the dynamic weapon map indirection.
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parent
cb54a03d60
commit
7493956613
7 changed files with 6 additions and 9 deletions
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@ -107,7 +107,7 @@ void addammo(short weapon, struct player_struct* p, short amount)
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void addweapon(struct player_struct* p, short weapon)
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{
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if (p->gotweapon[weapon] == 0)
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if (!p->gotweapon[weapon])
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{
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p->gotweapon.Set(weapon);
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if (weapon == SHRINKER_WEAPON)
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@ -5882,7 +5882,7 @@ DETONATEB:
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P_AddAmmo(pPlayer, RPG_WEAPON, 1);
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A_PlaySound(DUKE_GET, pPlayer->i);
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if ((pPlayer->gotweapon[HANDBOMB_WEAPON]) == 0 || pSprite->owner == pPlayer->i)
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if (!pPlayer->gotweapon[HANDBOMB_WEAPON] || pSprite->owner == pPlayer->i)
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P_AddWeapon(pPlayer, HANDBOMB_WEAPON);
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if (sprite[pSprite->owner].picnum != TILE_APLAYER)
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@ -879,7 +879,7 @@ static void VM_AddWeapon(DukePlayer_t * const pPlayer, int const weaponNum, int
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return;
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}
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if ((pPlayer->gotweapon[weaponNum]) == 0)
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if (!pPlayer->gotweapon[weaponNum])
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{
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P_AddWeapon(pPlayer, weaponNum);
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}
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@ -33,7 +33,6 @@ BEGIN_DUKE_NS
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#define DVPTR(x) &x
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int16_t DynamicTileMap[MAXTILES];
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int16_t DynamicWeaponMap[MAX_WEAPONS];
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struct dynitem
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{
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@ -3592,9 +3592,7 @@ enum dukeweapon_t_alt
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CHICKEN_WEAPON,
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};
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extern int16_t DynamicWeaponMap[MAX_WEAPONS];
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#define DYNAMICWEAPONMAP(Weaponnum) (DynamicWeaponMap[Weaponnum])
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#define DYNAMICWEAPONMAP(Weaponnum) Weaponnum
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END_DUKE_NS
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@ -4703,7 +4703,7 @@ void P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum)
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return;
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}
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if ((pPlayer->gotweapon[weaponNum]) == 0)
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if (!pPlayer->gotweapon[weaponNum])
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{
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pPlayer->gotweapon.Set(weaponNum);
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@ -690,7 +690,7 @@ public:
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auto ShadeForWeapon = [=](int weapon, int optweapon = -1)
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{
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// Headache-inducing math at play here.
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return (((!p->ammo_amount[weapon]) | ((p->gotweapon[weapon]) == 0)) * 9) + 12 - 18 * ((cw == weapon) || (optweapon != -1 && cw == optweapon));
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return (((!p->ammo_amount[weapon]) | (!p->gotweapon[weapon])) * 9) + 12 - 18 * ((cw == weapon) || (optweapon != -1 && cw == optweapon));
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};
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DrawWeaponNum(2, x, y, p->ammo_amount[PISTOL_WEAPON], p->max_ammo_amount[PISTOL_WEAPON], 12 - 20 * (cw == PISTOL_WEAPON), 3);
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