From 77704d54d9b7cb566d26f480a7361ffceb4a40bd Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Tue, 3 Aug 2021 20:52:32 +1000 Subject: [PATCH] - Blood: Replace all numerical constants in calls to `StartQAV()` with enum values. --- source/games/blood/src/weapon.cpp | 256 +++++++++++++++--------------- 1 file changed, 128 insertions(+), 128 deletions(-) diff --git a/source/games/blood/src/weapon.cpp b/source/games/blood/src/weapon.cpp index d9e107b78..463386987 100644 --- a/source/games/blood/src/weapon.cpp +++ b/source/games/blood/src/weapon.cpp @@ -289,7 +289,7 @@ void WeaponPlay(PLAYER *pPlayer) pQAV->Play(nTicks-4, nTicks, pPlayer->qavCallback, pPlayer); } -static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback, bool looped = false) +static void StartQAV(PLAYER *pPlayer, int nWeaponQAV, int callback = -1, bool looped = false) { assert(nWeaponQAV < kQAVEnd); pPlayer->weaponQav = nWeaponQAV; @@ -505,18 +505,18 @@ void WeaponRaise(PLAYER *pPlayer) { case kWeapPitchFork: pPlayer->weaponState = 0; - StartQAV(pPlayer, 0, -1, 0); + StartQAV(pPlayer, kQAVFORKUP); break; case kWeapSpraycan: if (pPlayer->weaponState == 2) { pPlayer->weaponState = 3; - StartQAV(pPlayer, 8, -1, 0); + StartQAV(pPlayer, kQAVCANPREF); } else { pPlayer->weaponState = 0; - StartQAV(pPlayer, 4, -1, 0); + StartQAV(pPlayer, kQAVLITEOPEN); } break; case kWeapDynamite: @@ -524,27 +524,27 @@ void WeaponRaise(PLAYER *pPlayer) { pPlayer->weaponState = 3; if (prevWeapon == 7) - StartQAV(pPlayer, 16, -1, 0); + StartQAV(pPlayer, kQAVBUNUP); else - StartQAV(pPlayer, 18, -1, 0); + StartQAV(pPlayer, kQAVBUNUP2); } break; case kWeapProximity: if (gInfiniteAmmo || checkAmmo2(pPlayer, 10, 1)) { pPlayer->weaponState = 7; - StartQAV(pPlayer, 25, -1, 0); + StartQAV(pPlayer, kQAVPROXUP); } break; case kWeapRemote: if (gInfiniteAmmo || checkAmmo2(pPlayer, 11, 1)) { pPlayer->weaponState = 10; - StartQAV(pPlayer, 31, -1, 0); + StartQAV(pPlayer, kQAVREMUP2); } else { - StartQAV(pPlayer, 32, -1, 0); + StartQAV(pPlayer, kQAVREMUP3); pPlayer->weaponState = 11; } break; @@ -552,9 +552,9 @@ void WeaponRaise(PLAYER *pPlayer) if (powerupCheck(pPlayer, kPwUpTwoGuns)) { if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4) - StartQAV(pPlayer, 59, -1, 0); + StartQAV(pPlayer, kQAV2SHOTUP); else - StartQAV(pPlayer, 50, -1, 0); + StartQAV(pPlayer, kQAVSHOTUP); if (gInfiniteAmmo || pPlayer->ammoCount[2] >= 4) pPlayer->weaponState = 7; else if (pPlayer->ammoCount[2] > 1) @@ -572,37 +572,37 @@ void WeaponRaise(PLAYER *pPlayer) pPlayer->weaponState = 2; else pPlayer->weaponState = 1; - StartQAV(pPlayer, 50, -1, 0); + StartQAV(pPlayer, kQAVSHOTUP); } break; case kWeapTommyGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2)) { pPlayer->weaponState = 1; - StartQAV(pPlayer, 69, -1, 0); + StartQAV(pPlayer, kQAV2TOMUP); } else { pPlayer->weaponState = 0; - StartQAV(pPlayer, 64, -1, 0); + StartQAV(pPlayer, kQAVTOMUP); } break; case kWeapVoodooDoll: if (gInfiniteAmmo || checkAmmo2(pPlayer, 9, 1)) { pPlayer->weaponState = 2; - StartQAV(pPlayer, 100, -1, 0); + StartQAV(pPlayer, kQAVVDUP); } break; case kWeapFlareGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2)) { - StartQAV(pPlayer, 45, -1, 0); + StartQAV(pPlayer, kQAVFLAR2UP); pPlayer->weaponState = 3; } else { - StartQAV(pPlayer, 41, -1, 0); + StartQAV(pPlayer, kQAVFLARUP); pPlayer->weaponState = 2; } break; @@ -611,35 +611,35 @@ void WeaponRaise(PLAYER *pPlayer) { pPlayer->weaponState = 2; if (powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 82, -1, 0); + StartQAV(pPlayer, kQAV2SGUNUP); else - StartQAV(pPlayer, 74, -1, 0); + StartQAV(pPlayer, kQAVSGUNUP); } else { pPlayer->weaponState = 3; - StartQAV(pPlayer, 74, -1, 0); + StartQAV(pPlayer, kQAVSGUNUP); } break; case kWeapNapalm: if (powerupCheck(pPlayer, kPwUpTwoGuns)) { - StartQAV(pPlayer, 120, -1, 0); + StartQAV(pPlayer, kQAV2NAPUP); pPlayer->weaponState = 3; } else { - StartQAV(pPlayer, 89, -1, 0); + StartQAV(pPlayer, kQAVNAPUP); pPlayer->weaponState = 2; } break; case kWeapLifeLeech: pPlayer->weaponState = 2; - StartQAV(pPlayer, 111, -1, 0); + StartQAV(pPlayer, kQAVSTAFUP); break; case kWeapBeast: pPlayer->weaponState = 2; - StartQAV(pPlayer, 93, -1, 0); + StartQAV(pPlayer, kQAVBSTUP); break; } } @@ -654,7 +654,7 @@ void WeaponLower(PLAYER *pPlayer) switch (pPlayer->curWeapon) { case kWeapPitchFork: - StartQAV(pPlayer, 3, -1, 0); + StartQAV(pPlayer, kQAVFORKDOWN); break; case kWeapSpraycan: sfxKill3DSound(pPlayer->pSprite, -1, 441); @@ -663,14 +663,14 @@ void WeaponLower(PLAYER *pPlayer) case 1: if (VanillaMode()) { - StartQAV(pPlayer, 7, -1, 0); + StartQAV(pPlayer, kQAVLITECLO2); } else { if (pPlayer->newWeapon == kWeapDynamite) { pPlayer->weaponState = 2; - StartQAV(pPlayer, 11, -1, 0); + StartQAV(pPlayer, kQAVCANDOWN); WeaponRaise(pPlayer); return; } @@ -682,7 +682,7 @@ void WeaponLower(PLAYER *pPlayer) return; case 4: pPlayer->weaponState = 1; - StartQAV(pPlayer, 11, -1, 0); + StartQAV(pPlayer, kQAVCANDOWN); if (VanillaMode()) { pPlayer->newWeapon = kWeapNone; @@ -693,7 +693,7 @@ void WeaponLower(PLAYER *pPlayer) if (pPlayer->newWeapon == kWeapDynamite) { pPlayer->weaponState = 2; - StartQAV(pPlayer, 11, -1, 0); + StartQAV(pPlayer, kQAVCANDOWN); return; } else @@ -706,20 +706,20 @@ void WeaponLower(PLAYER *pPlayer) if (pPlayer->newWeapon == kWeapDynamite) { pPlayer->weaponState = 2; - StartQAV(pPlayer, 11, -1, 0); + StartQAV(pPlayer, kQAVCANDOWN); return; } else if (pPlayer->newWeapon == kWeapSpraycan) { pPlayer->weaponState = 1; - StartQAV(pPlayer, 11, -1, 0); + StartQAV(pPlayer, kQAVCANDOWN); pPlayer->newWeapon = kWeapNone; WeaponLower(pPlayer); } else { pPlayer->weaponState = 1; - StartQAV(pPlayer, 11, -1, 0); + StartQAV(pPlayer, kQAVCANDOWN); } break; } @@ -730,14 +730,14 @@ void WeaponLower(PLAYER *pPlayer) case 1: if (VanillaMode()) { - StartQAV(pPlayer, 7, -1, 0); + StartQAV(pPlayer, kQAVLITECLO2); } else { if (pPlayer->newWeapon == kWeapSpraycan) { pPlayer->weaponState = 2; - StartQAV(pPlayer, 17, -1, 0); + StartQAV(pPlayer, kQAVBUNDOWN); WeaponRaise(pPlayer); return; } @@ -750,11 +750,11 @@ void WeaponLower(PLAYER *pPlayer) if (pPlayer->newWeapon == kWeapSpraycan) { pPlayer->weaponState = 2; - StartQAV(pPlayer, 17, -1, 0); + StartQAV(pPlayer, kQAVBUNDOWN); } else { - StartQAV(pPlayer, 19, -1, 0); + StartQAV(pPlayer, kQAVBUNDOWN2); } break; default: @@ -765,7 +765,7 @@ void WeaponLower(PLAYER *pPlayer) switch (prevState) { case 7: - StartQAV(pPlayer, 26, -1, 0); + StartQAV(pPlayer, kQAVPROXDOWN); break; } break; @@ -773,51 +773,51 @@ void WeaponLower(PLAYER *pPlayer) switch (prevState) { case 10: - StartQAV(pPlayer, 34, -1, 0); + StartQAV(pPlayer, kQAVREMDOWN2); break; case 11: - StartQAV(pPlayer, 35, -1, 0); + StartQAV(pPlayer, kQAVREMDOWN3); break; } break; case kWeapShotgun: if (powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 63, -1, 0); + StartQAV(pPlayer, kQAV2SHOTDWN); else - StartQAV(pPlayer, 58, -1, 0); + StartQAV(pPlayer, kQAVSHOTDOWN); break; case kWeapTommyGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 1) - StartQAV(pPlayer, 72, -1, 0); + StartQAV(pPlayer, kQAV2TOMDOWN); else - StartQAV(pPlayer, 68, -1, 0); + StartQAV(pPlayer, kQAVTOMDOWN); break; case kWeapFlareGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && pPlayer->weaponState == 3) - StartQAV(pPlayer, 49, -1, 0); + StartQAV(pPlayer, kQAVFLAR2DWN); else - StartQAV(pPlayer, 44, -1, 0); + StartQAV(pPlayer, kQAVFLARDOWN); break; case kWeapVoodooDoll: - StartQAV(pPlayer, 109, -1, 0); + StartQAV(pPlayer, kQAVVDDOWN); break; case kWeapTeslaCannon: if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 88, -1, 0); + StartQAV(pPlayer, kQAV2SGUNDWN); else - StartQAV(pPlayer, 81, -1, 0); + StartQAV(pPlayer, kQAVSGUNDOWN); break; case kWeapNapalm: if (powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 124, -1, 0); + StartQAV(pPlayer, kQAV2NAPDOWN); else - StartQAV(pPlayer, 92, -1, 0); + StartQAV(pPlayer, kQAVNAPDOWN); break; case kWeapLifeLeech: - StartQAV(pPlayer, 119, -1, 0); + StartQAV(pPlayer, kQAVSTAFDOWN); break; case kWeapBeast: - StartQAV(pPlayer, 99, -1, 0); + StartQAV(pPlayer, kQAVBSTDOWN); break; } pPlayer->curWeapon = kWeapNone; @@ -846,13 +846,13 @@ void WeaponUpdateState(PLAYER *pPlayer) { case 0: pPlayer->weaponState = 1; - StartQAV(pPlayer, 5, -1, 0); + StartQAV(pPlayer, kQAVLITEFLAM); break; case 1: if (CheckAmmo(pPlayer, 6, 1)) { pPlayer->weaponState = 3; - StartQAV(pPlayer, 8, -1, 0); + StartQAV(pPlayer, kQAVCANPREF); } else pPlayer->weaponQav = kQAVLITEIDLE; @@ -869,7 +869,7 @@ void WeaponUpdateState(PLAYER *pPlayer) else { pPlayer->weaponState = 1; - StartQAV(pPlayer, 11, -1, 0); + StartQAV(pPlayer, kQAVCANDOWN); } sfxKill3DSound(pPlayer->pSprite, -1, 441); break; @@ -882,18 +882,18 @@ void WeaponUpdateState(PLAYER *pPlayer) if (pPlayer->weaponAmmo == 5 && CheckAmmo(pPlayer, 5, 1)) { pPlayer->weaponState = 3; - StartQAV(pPlayer, 16, -1, 0); + StartQAV(pPlayer, kQAVBUNUP); } break; case 0: pPlayer->weaponState = 1; - StartQAV(pPlayer, 5, -1, 0); + StartQAV(pPlayer, kQAVLITEFLAM); break; case 2: if (pPlayer->ammoCount[5] > 0) { pPlayer->weaponState = 3; - StartQAV(pPlayer, 16, -1, 0); + StartQAV(pPlayer, kQAVBUNUP); } else pPlayer->weaponQav = kQAVLITEIDLE; @@ -911,7 +911,7 @@ void WeaponUpdateState(PLAYER *pPlayer) break; case 8: pPlayer->weaponState = 7; - StartQAV(pPlayer, 25, -1, 0); + StartQAV(pPlayer, kQAVPROXUP); break; } break; @@ -928,7 +928,7 @@ void WeaponUpdateState(PLAYER *pPlayer) if (pPlayer->ammoCount[11] > 0) { pPlayer->weaponState = 10; - StartQAV(pPlayer, 31, -1, 0); + StartQAV(pPlayer, kQAVREMUP2); } else pPlayer->weaponState = -1; @@ -951,7 +951,7 @@ void WeaponUpdateState(PLAYER *pPlayer) if (CheckAmmo(pPlayer, 2, 1)) { sfxPlay3DSound(pPlayer->pSprite, 410, 3, 2); - StartQAV(pPlayer, 57, nClientEjectShell, 0); + StartQAV(pPlayer, kQAVSHOTL1, nClientEjectShell); if (gInfiniteAmmo || pPlayer->ammoCount[2] > 1) pPlayer->weaponState = 3; else @@ -1097,7 +1097,7 @@ void ExplodeCan(int, PLAYER *pPlayer) spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedSpray, 0); evPost(pSprite->index, 3, 0, kCmdOn); UseAmmo(pPlayer, 6, gAmmoItemData[0].count); - StartQAV(pPlayer, 15, -1); + StartQAV(pPlayer, kQAVCANBOOM); pPlayer->curWeapon = kWeapNone; pPlayer->throwPower = 0; } @@ -1132,7 +1132,7 @@ void ExplodeBundle(int, PLAYER *pPlayer) spritetype *pSprite = playerFireThing(pPlayer, 0, 0, kThingArmedTNTBundle, 0); evPost(pSprite->index, 3, 0, kCmdOn); UseAmmo(pPlayer, 5, 1); - StartQAV(pPlayer, 24, -1, 0); + StartQAV(pPlayer, kQAVDYNEXPLO); pPlayer->curWeapon = kWeapNone; pPlayer->throwPower = 0; } @@ -1839,7 +1839,7 @@ int processSprayCan(PLAYER *pPlayer) { pPlayer->weaponState = 3; pPlayer->fuseTime = pPlayer->weaponTimer; - StartQAV(pPlayer, 13, nClientDropCan, 0); + StartQAV(pPlayer, kQAVCANDROP, nClientDropCan); } else if (pPlayer->input.actions & SB_FIRE) { @@ -1856,7 +1856,7 @@ int processSprayCan(PLAYER *pPlayer) if (!pPlayer->fuseTime) pPlayer->fuseTime = pPlayer->weaponTimer; pPlayer->weaponState = 1; - StartQAV(pPlayer, 14, nClientThrowCan, 0); + StartQAV(pPlayer, kQAVCANTHRO, nClientThrowCan); } return 1; } @@ -1877,7 +1877,7 @@ static bool processTNT(PLAYER *pPlayer) { pPlayer->weaponState = 1; pPlayer->fuseTime = pPlayer->weaponTimer; - StartQAV(pPlayer, 22, nClientDropBundle, 0); + StartQAV(pPlayer, kQAVBUNDROP, nClientDropBundle); } else if (pPlayer->input.actions & SB_FIRE) { @@ -1894,7 +1894,7 @@ static bool processTNT(PLAYER *pPlayer) if (!pPlayer->fuseTime) pPlayer->fuseTime = pPlayer->weaponTimer; pPlayer->weaponState = 1; - StartQAV(pPlayer, 23, nClientThrowBundle, 0); + StartQAV(pPlayer, kQAVBUNTHRO, nClientThrowBundle); } return 1; } @@ -1913,7 +1913,7 @@ static bool processProxy(PLAYER *pPlayer) if (!(pPlayer->input.actions & SB_FIRE)) { pPlayer->weaponState = 8; - StartQAV(pPlayer, 29, nClientThrowProx, 0); + StartQAV(pPlayer, kQAVPROXTHRO, nClientThrowProx); } break; } @@ -1929,7 +1929,7 @@ static bool processRemote(PLAYER *pPlayer) if (!(pPlayer->input.actions & SB_FIRE)) { pPlayer->weaponState = 11; - StartQAV(pPlayer, 39, nClientThrowRemote, 0); + StartQAV(pPlayer, kQAVREMTHRO, nClientThrowRemote); } break; } @@ -1942,19 +1942,19 @@ static bool processLeech(PLAYER *pPlayer) { case 4: pPlayer->weaponState = 6; - StartQAV(pPlayer, 114, nClientFireLifeLeech, 1); + StartQAV(pPlayer, kQAVSTAFIRE1, nClientFireLifeLeech, 1); return 1; case 6: if (!(pPlayer->input.actions & SB_ALTFIRE)) { pPlayer->weaponState = 2; - StartQAV(pPlayer, 118, -1, 0); + StartQAV(pPlayer, kQAVSTAFPOST); return 1; } break; case 8: pPlayer->weaponState = 2; - StartQAV(pPlayer, 118, -1, 0); + StartQAV(pPlayer, kQAVSTAFPOST); return 1; } return 0; @@ -1967,27 +1967,27 @@ static bool processTesla(PLAYER *pPlayer) case 4: pPlayer->weaponState = 5; if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 84, nClientFireTesla, 1); + StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla, 1); else - StartQAV(pPlayer, 77, nClientFireTesla, 1); + StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla, 1); return 1; case 5: if (!(pPlayer->input.actions & SB_FIRE)) { pPlayer->weaponState = 2; if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 87, -1, 0); + StartQAV(pPlayer, kQAV2SGUNPST); else - StartQAV(pPlayer, 80, -1, 0); + StartQAV(pPlayer, kQAVSGUNPOST); return 1; } break; case 7: pPlayer->weaponState = 2; if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 87, -1, 0); + StartQAV(pPlayer, kQAV2SGUNPST); else - StartQAV(pPlayer, 80, -1, 0); + StartQAV(pPlayer, kQAVSGUNPOST); return 1; } return 0; @@ -2300,14 +2300,14 @@ void WeaponProcess(PLAYER *pPlayer) { switch (pPlayer->curWeapon) { case kWeapPitchFork: - StartQAV(pPlayer, 2, nClientFirePitchfork, 0); + StartQAV(pPlayer, kQAVPFORK, nClientFirePitchfork); return; case kWeapSpraycan: switch (pPlayer->weaponState) { case 3: pPlayer->weaponState = 4; - StartQAV(pPlayer, 10, nClientFireSpray, 1); + StartQAV(pPlayer, kQAVCANFIRE, nClientFireSpray, 1); return; } break; @@ -2318,7 +2318,7 @@ void WeaponProcess(PLAYER *pPlayer) { pPlayer->weaponState = 6; pPlayer->fuseTime = -1; pPlayer->throwTime = PlayClock; - StartQAV(pPlayer, 21, nClientExplodeBundle, 0); + StartQAV(pPlayer, kQAVBUNFUSE, nClientExplodeBundle); return; } break; @@ -2342,7 +2342,7 @@ void WeaponProcess(PLAYER *pPlayer) { return; case 11: pPlayer->weaponState = 12; - StartQAV(pPlayer, 40, nClientFireRemote, 0); + StartQAV(pPlayer, kQAVREMFIRE, nClientFireRemote); return; } break; @@ -2351,29 +2351,29 @@ void WeaponProcess(PLAYER *pPlayer) { { case 7: pPlayer->weaponState = 6; - StartQAV(pPlayer, 61, nClientFireShotgun, 0); + StartQAV(pPlayer, kQAV2SHOTF2, nClientFireShotgun); return; case 3: pPlayer->weaponState = 2; - StartQAV(pPlayer, 54, nClientFireShotgun, 0); + StartQAV(pPlayer, kQAVSHOTF1, nClientFireShotgun); return; case 2: pPlayer->weaponState = 1; - StartQAV(pPlayer, 55, nClientFireShotgun, 0); + StartQAV(pPlayer, kQAVSHOTF2, nClientFireShotgun); return; } break; case kWeapTommyGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2)) - StartQAV(pPlayer, 71, nClientFireTommy, 1); + StartQAV(pPlayer, kQAV2TOMFIRE, nClientFireTommy, 1); else - StartQAV(pPlayer, 66, nClientFireTommy, 1); + StartQAV(pPlayer, kQAVTOMFIRE, nClientFireTommy, 1); return; case kWeapFlareGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2)) - StartQAV(pPlayer, 48, nClientFireFlare, 0); + StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare); else - StartQAV(pPlayer, 43, nClientFireFlare, 0); + StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare); return; case kWeapVoodooDoll: { @@ -2386,7 +2386,7 @@ void WeaponProcess(PLAYER *pPlayer) { pPlayer->voodooTarget = pPlayer->aimTarget; if (pPlayer->voodooTarget == -1 || sprite[pPlayer->voodooTarget].statnum != kStatDude) i = 4; - StartQAV(pPlayer,103+i, nClientFireVoodoo, 0); + StartQAV(pPlayer,kQAVVDFIRE1 + i, nClientFireVoodoo); return; } case kWeapTeslaCannon: @@ -2395,30 +2395,30 @@ void WeaponProcess(PLAYER *pPlayer) { case 2: pPlayer->weaponState = 4; if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 84, nClientFireTesla, 0); + StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla); else - StartQAV(pPlayer, 77, nClientFireTesla, 0); + StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla); return; case 5: if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 84, nClientFireTesla, 0); + StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla); else - StartQAV(pPlayer, 77, nClientFireTesla, 0); + StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla); return; } break; case kWeapNapalm: if (powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 122, nClientFireNapalm, 0); + StartQAV(pPlayer, kQAV2NAPFIRE, nClientFireNapalm); else - StartQAV(pPlayer, 91, nClientFireNapalm, 0); + StartQAV(pPlayer, kQAVNAPFIRE, nClientFireNapalm); return; case kWeapLifeLeech: sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0); - StartQAV(pPlayer, 116, nClientFireLifeLeech, 0); + StartQAV(pPlayer, kQAVSTAFIRE4, nClientFireLifeLeech); return; case kWeapBeast: - StartQAV(pPlayer, 95+Random(4), nClientFireBeast, 0); + StartQAV(pPlayer, kQAVBSTATAK1 + Random(4), nClientFireBeast); return; } } @@ -2427,14 +2427,14 @@ void WeaponProcess(PLAYER *pPlayer) { switch (pPlayer->curWeapon) { case kWeapPitchFork: - StartQAV(pPlayer, 2, nClientFirePitchfork, 0); + StartQAV(pPlayer, kQAVPFORK, nClientFirePitchfork); return; case kWeapSpraycan: switch (pPlayer->weaponState) { case 3: pPlayer->weaponState = 5; - StartQAV(pPlayer, 12, nClientExplodeCan, 0); + StartQAV(pPlayer, kQAVCANFIRE2, nClientExplodeCan); return; } break; @@ -2443,21 +2443,21 @@ void WeaponProcess(PLAYER *pPlayer) { { case 3: pPlayer->weaponState = 4; - StartQAV(pPlayer, 21, nClientExplodeBundle, 0); + StartQAV(pPlayer, kQAVBUNFUSE, nClientExplodeBundle); return; case 7: pPlayer->weaponState = 8; - StartQAV(pPlayer, 28, nClientDropProx, 0); + StartQAV(pPlayer, kQAVPROXDROP, nClientDropProx); return; case 10: pPlayer->weaponState = 11; - StartQAV(pPlayer, 38, nClientDropRemote, 0); + StartQAV(pPlayer, kQAVREMDROP, nClientDropRemote); return; case 11: if (pPlayer->ammoCount[11] > 0) { pPlayer->weaponState = 10; - StartQAV(pPlayer, 30, -1, 0); + StartQAV(pPlayer, kQAVREMUP1); } return; } @@ -2467,7 +2467,7 @@ void WeaponProcess(PLAYER *pPlayer) { { case 7: pPlayer->weaponState = 8; - StartQAV(pPlayer, 28, nClientDropProx, 0); + StartQAV(pPlayer, kQAVPROXDROP, nClientDropProx); return; } break; @@ -2476,13 +2476,13 @@ void WeaponProcess(PLAYER *pPlayer) { { case 10: pPlayer->weaponState = 11; - StartQAV(pPlayer, 38, nClientDropRemote, 0); + StartQAV(pPlayer, kQAVREMDROP, nClientDropRemote); return; case 11: if (pPlayer->ammoCount[11] > 0) { pPlayer->weaponState = 10; - StartQAV(pPlayer, 30, -1, 0); + StartQAV(pPlayer, kQAVREMUP1); } return; } @@ -2492,85 +2492,85 @@ void WeaponProcess(PLAYER *pPlayer) { { case 7: pPlayer->weaponState = 6; - StartQAV(pPlayer, 62, nClientFireShotgun, 0); + StartQAV(pPlayer, kQAV2SHOTFIR, nClientFireShotgun); return; case 3: pPlayer->weaponState = 1; - StartQAV(pPlayer, 56, nClientFireShotgun, 0); + StartQAV(pPlayer, kQAVSHOTF3, nClientFireShotgun); return; case 2: pPlayer->weaponState = 1; - StartQAV(pPlayer, 55, nClientFireShotgun, 0); + StartQAV(pPlayer, kQAVSHOTF2, nClientFireShotgun); return; } break; case kWeapTommyGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 3, 2)) - StartQAV(pPlayer, 73, nClientAltFireSpread2, 0); + StartQAV(pPlayer, kQAV2TOMALT, nClientAltFireSpread2); else - StartQAV(pPlayer, 67, nClientAltFireSpread2, 0); + StartQAV(pPlayer, kQAVTOMSPRED, nClientAltFireSpread2); return; case kWeapVoodooDoll: sfxPlay3DSound(pPlayer->pSprite, 461, 2, 0); - StartQAV(pPlayer, 110, nClientAltFireVoodoo, 0); + StartQAV(pPlayer, kQAVVDSPEL1, nClientAltFireVoodoo); return; #if 0 case kWeapFlareGun: if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2)) - StartQAV(pPlayer, 48, nClientFireFlare, 0); + StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare, 0); else - StartQAV(pPlayer, 43, nClientFireFlare, 0); + StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare, 0); return; #endif case kWeapTeslaCannon: if (checkAmmo2(pPlayer, 7, 35)) { if (checkAmmo2(pPlayer, 7, 70) && powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 85, nClientFireTesla, 0); + StartQAV(pPlayer, kQAV2SGUNALT, nClientFireTesla); else - StartQAV(pPlayer, 78, nClientFireTesla, 0); + StartQAV(pPlayer, kQAVSGUNFIR4, nClientFireTesla); } else { if (checkAmmo2(pPlayer, 7, 10) && powerupCheck(pPlayer, kPwUpTwoGuns)) - StartQAV(pPlayer, 84, nClientFireTesla, 0); + StartQAV(pPlayer, kQAV2SGUNFIR, nClientFireTesla); else - StartQAV(pPlayer, 77, nClientFireTesla, 0); + StartQAV(pPlayer, kQAVSGUNFIR1, nClientFireTesla); } return; 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); - else StartQAV(pPlayer, 122, nClientAltFireNapalm, 0); + if (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) StartQAV(pPlayer, kQAV2NAPFIR2, nClientFireNapalm2); + else StartQAV(pPlayer, kQAV2NAPFIRE, nClientAltFireNapalm, 0); else - StartQAV(pPlayer, 91, (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) ? nClientFireNapalm : nClientAltFireNapalm, 0); + StartQAV(pPlayer, kQAVNAPFIRE, (gGameOptions.weaponsV10x && !VanillaMode() && !DemoRecordStatus()) ? nClientFireNapalm : nClientAltFireNapalm); return; case kWeapFlareGun: if (CheckAmmo(pPlayer, 1, 8)) { if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 16)) - StartQAV(pPlayer, 48, nClientAltFireFlare, 0); + StartQAV(pPlayer, kQAVFLAR2FIR, nClientAltFireFlare); else - StartQAV(pPlayer, 43, nClientAltFireFlare, 0); + StartQAV(pPlayer, kQAVFLARFIR2, nClientAltFireFlare); } else { if (powerupCheck(pPlayer, kPwUpTwoGuns) && checkAmmo2(pPlayer, 1, 2)) - StartQAV(pPlayer, 48, nClientFireFlare, 0); + StartQAV(pPlayer, kQAVFLAR2FIR, nClientFireFlare); else - StartQAV(pPlayer, 43, nClientFireFlare, 0); + StartQAV(pPlayer, kQAVFLARFIR2, nClientFireFlare); } return; case kWeapLifeLeech: if (gGameOptions.nGameType <= 1 && !checkAmmo2(pPlayer, 8, 1) && pPlayer->pXSprite->health < (25 << 4)) { sfxPlay3DSound(pPlayer->pSprite, 494, 2, 0); - StartQAV(pPlayer, 116, nClientFireLifeLeech, 0); + StartQAV(pPlayer, kQAVSTAFIRE4, nClientFireLifeLeech); } else { - StartQAV(pPlayer, 119, -1, 0); + StartQAV(pPlayer, kQAVSTAFDOWN); AltFireLifeLeech(1, pPlayer); pPlayer->weaponState = -1; }