From 0063dcc71c7267f22a3ecc6bef84bd9f2a13f834 Mon Sep 17 00:00:00 2001 From: Ryan Dwyer Date: Fri, 2 Dec 2022 22:46:40 +1000 Subject: [PATCH] Rename "close" gun function type to "melee" --- src/game/bondgun.c | 26 +++++++++++++------------- src/game/bondmove.c | 4 ++-- src/game/bot.c | 8 ++++---- src/game/botact.c | 2 +- src/game/botinv.c | 2 +- src/game/botmgr.c | 2 +- src/game/chr.c | 10 +++++----- src/game/chraction.c | 18 +++++++++--------- src/game/game_0b0fd0.c | 16 ++++++++-------- src/game/invitems.c | 28 ++++++++++++++-------------- src/game/prop.c | 34 +++++++++++++++++----------------- src/game/propobj.c | 12 ++++++------ src/game/sight.c | 2 +- src/include/constants.h | 24 ++++++++++++------------ src/include/game/bondgun.h | 2 +- src/include/game/prop.h | 2 +- src/include/types.h | 4 ++-- 17 files changed, 98 insertions(+), 98 deletions(-) diff --git a/src/game/bondgun.c b/src/game/bondgun.c index 55ca602a9..f39035ec8 100644 --- a/src/game/bondgun.c +++ b/src/game/bondgun.c @@ -1142,7 +1142,7 @@ bool bgun0f0990b0(struct weaponfunc *basefunc, struct weapon *weapon) return true; } - if ((basefunc->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { + if ((basefunc->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { return true; } @@ -1269,7 +1269,7 @@ s32 bgunTickIncIdle(struct handweaponinfo *info, s32 handnum, struct hand *hand, if (info->gunctrl->wantammo) { func = weaponGetFunction(&hand->gset, 1 - hand->gset.weaponfunc); - if ((func->type & 0xff) != INVENTORYFUNCTYPE_CLOSE) { + if ((func->type & 0xff) != INVENTORYFUNCTYPE_MELEE) { sp30 = -1; } } else { @@ -2369,7 +2369,7 @@ const char var7f1ab938[] = "GiveMem: %d\n"; u32 var8007012c = 0x00000000; u32 var80070130 = 0x00000000; -bool bgunTickIncAttackingClose(s32 handnum, struct hand *hand) +bool bgunTickIncAttackingMelee(s32 handnum, struct hand *hand) { struct weaponfunc *func = gsetGetWeaponFunction(&hand->gset); @@ -2384,7 +2384,7 @@ bool bgunTickIncAttackingClose(s32 handnum, struct hand *hand) } hand->firing = true; - hand->attacktype = HANDATTACKTYPE_CLOSERANGE; + hand->attacktype = HANDATTACKTYPE_MELEE; hand->burstbullets++; if (hand->triggeron) { @@ -2404,7 +2404,7 @@ bool bgunTickIncAttackingClose(s32 handnum, struct hand *hand) if (hand->stateminor == 0) { if (hand->statecycles == 0) { hand->firing = true; - hand->attacktype = HANDATTACKTYPE_CLOSERANGENOUNCLOAK; + hand->attacktype = HANDATTACKTYPE_MELEENOUNCLOAK; if (func->fire_animation) { bgunStartAnimation(func->fire_animation, handnum, hand); @@ -2433,7 +2433,7 @@ bool bgunTickIncAttackingClose(s32 handnum, struct hand *hand) if (hand->stateminor == 1) { hand->firing = true; - hand->attacktype = HANDATTACKTYPE_CLOSERANGE; + hand->attacktype = HANDATTACKTYPE_MELEE; if (hand->gset.weaponnum == WEAPON_TRANQUILIZER && func->ammoindex >= 0) { if (hand->loadedammo[func->ammoindex] > bgunGetMinClipQty(WEAPON_TRANQUILIZER, FUNC_SECONDARY)) { @@ -2691,8 +2691,8 @@ s32 bgunTickIncAttack(struct handweaponinfo *info, s32 handnum, struct hand *han case INVENTORYFUNCTYPE_THROW: finished = bgunTickIncAttackingThrow(handnum, hand); break; - case INVENTORYFUNCTYPE_CLOSE: - finished = bgunTickIncAttackingClose(handnum, hand); + case INVENTORYFUNCTYPE_MELEE: + finished = bgunTickIncAttackingMelee(handnum, hand); break; case INVENTORYFUNCTYPE_SPECIAL: finished = bgunTickIncAttackingSpecial(hand); @@ -6140,7 +6140,7 @@ bool bgun0f0a27c8(void) func = gsetGetWeaponFunction2(&hand->gset); if (func - && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE + && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE && hand->state == HANDSTATE_ATTACK && hand->unk0ce8 != NULL && hand->animmode == HANDANIMMODE_BUSY @@ -6154,7 +6154,7 @@ bool bgun0f0a27c8(void) func = gsetGetWeaponFunction2(&hand->gset); if (func - && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE + && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE && hand->state == HANDSTATE_ATTACK && hand->unk0ce8 != NULL && hand->animmode == HANDANIMMODE_BUSY @@ -6180,7 +6180,7 @@ bool bgun0f0a28d8(void) func = gsetGetWeaponFunction2(&hand->gset); if (func - && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE + && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE && hand->state == HANDSTATE_ATTACK && hand->unk0ce8 != NULL && hand->animmode == HANDANIMMODE_BUSY) { @@ -6193,7 +6193,7 @@ bool bgun0f0a28d8(void) func = gsetGetWeaponFunction2(&hand->gset); if (func - && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE + && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE && hand->state == HANDSTATE_ATTACK && hand->unk0ce8 != NULL && hand->animmode == HANDANIMMODE_BUSY) { @@ -7407,7 +7407,7 @@ void bgunCreateFx(struct hand *hand, s32 handnum, struct weaponfunc *funcdef, s3 } if (funcdef) { - if ((funcdef->type & 0xff) == INVENTORYFUNCTYPE_CLOSE || (funcdef->type & INVENTORYFUNCTYPE_0200)) { + if ((funcdef->type & 0xff) == INVENTORYFUNCTYPE_MELEE || (funcdef->type & INVENTORYFUNCTYPE_0200)) { createbeam = false; } diff --git a/src/game/bondmove.c b/src/game/bondmove.c index e8e554b7c..ccffc4773 100644 --- a/src/game/bondmove.c +++ b/src/game/bondmove.c @@ -81,7 +81,7 @@ bool bmoveIsAutoAimYEnabledForCurrentWeapon(void) return false; } - if ((func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { + if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { return true; } } @@ -139,7 +139,7 @@ bool bmoveIsAutoAimXEnabledForCurrentWeapon(void) return false; } - if ((func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { + if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { return true; } } diff --git a/src/game/bot.c b/src/game/bot.c index f04752d19..ab174e913 100644 --- a/src/game/bot.c +++ b/src/game/bot.c @@ -115,7 +115,7 @@ void botReset(struct chrdata *chr, u8 respawning) aibot->weaponnum = WEAPON_UNARMED; aibot->gunfunc = FUNC_PRIMARY; - aibot->iscloserangeweapon = true; + aibot->ismeleeweapon = true; aibot->loadedammo[0] = 0; aibot->loadedammo[1] = 0; aibot->gotoprop = NULL; @@ -990,7 +990,7 @@ s32 botTick(struct prop *prop) chrSetLookAngle(chr, newangle); - if (chr->target != -1 && !aibot->iscloserangeweapon) { + if (chr->target != -1 && !aibot->ismeleeweapon) { bool left = chr->weapons_held[HAND_LEFT] ? true : false; bool right = (0, chr->weapons_held[HAND_RIGHT] ? true : false); @@ -2430,7 +2430,7 @@ void botTickUnpaused(struct chrdata *chr) // Bot doesn't have the weapon it was told to switch to chr->aibot->weaponnum = WEAPON_UNARMED; chr->aibot->gunfunc = FUNC_PRIMARY; - chr->aibot->iscloserangeweapon = 1; + chr->aibot->ismeleeweapon = true; } aibot->throwtimer60 = 0; @@ -3332,7 +3332,7 @@ void botTickUnpaused(struct chrdata *chr) } if (aibot->skrocket == NULL && aibot->changeguntimer60 <= 0) { - if (aibot->iscloserangeweapon) { + if (aibot->ismeleeweapon) { // Consider punching, pistol whipping etc // Despite the name, punchtimer60 is used for all close // range attacks. Its value is 0 if not currently diff --git a/src/game/botact.c b/src/game/botact.c index 4f73ce2cc..7479d14bd 100644 --- a/src/game/botact.c +++ b/src/game/botact.c @@ -425,7 +425,7 @@ s32 botactGetShootInterval60(s32 weaponnum, s32 funcnum) } else if (func->type == INVENTORYFUNCTYPE_SHOOT_PROJECTILE) { struct weaponfunc_shoot *func2 = (struct weaponfunc_shoot *)func; result = func2->unk24 + func2->unk25; - } else if (func->type == INVENTORYFUNCTYPE_CLOSE && weaponnum != WEAPON_REAPER) { + } else if (func->type == INVENTORYFUNCTYPE_MELEE && weaponnum != WEAPON_REAPER) { result = 60; } } diff --git a/src/game/botinv.c b/src/game/botinv.c index 6d2fb1bfe..1efb06a42 100644 --- a/src/game/botinv.c +++ b/src/game/botinv.c @@ -1103,7 +1103,7 @@ bool botinvSwitchToWeapon(struct chrdata *chr, s32 weaponnum, s32 funcnum) func = weaponGetFunctionById(weaponnum, funcnum); - aibot->iscloserangeweapon = func && func->type == INVENTORYFUNCTYPE_CLOSE; + aibot->ismeleeweapon = func && func->type == INVENTORYFUNCTYPE_MELEE; for (i = 0; i < 2; i++) { if (chr->weapons_held[i]) { diff --git a/src/game/botmgr.c b/src/game/botmgr.c index caae54dce..4c6a8116a 100644 --- a/src/game/botmgr.c +++ b/src/game/botmgr.c @@ -176,7 +176,7 @@ void botmgrAllocateBot(s32 chrnum, s32 aibotnum) aibot->unk0a0 = 0; aibot->gunfunc = FUNC_PRIMARY; - aibot->iscloserangeweapon = true; + aibot->ismeleeweapon = true; aibot->teamisonlyai = false; aibot->hasbriefcase = false; aibot->hascase = false; diff --git a/src/game/chr.c b/src/game/chr.c index 3ae7c907e..b495be3d6 100644 --- a/src/game/chr.c +++ b/src/game/chr.c @@ -5152,12 +5152,12 @@ void chrHit(struct shotdata *shotdata, struct hit *hit) struct coord hitpos; struct coord sp98; s16 sp90[3]; - u8 isclose = false; + u8 ismelee = false; struct weaponfunc *func = gsetGetWeaponFunction(&shotdata->gset); f32 shield; - if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { - isclose = true; + if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { + ismelee = true; } // The prop that was hit could be an item held by the chr, @@ -5306,7 +5306,7 @@ void chrHit(struct shotdata *shotdata, struct hit *hit) && race != RACE_DRCAROLL && race != RACE_ROBOT && race != RACE_EYESPY - && !isclose + && !ismelee && shotdata->gset.weaponnum != WEAPON_TRANQUILIZER) { u8 darker; @@ -5330,7 +5330,7 @@ void chrHit(struct shotdata *shotdata, struct hit *hit) && race != RACE_DRCAROLL && race != RACE_ROBOT && race != RACE_EYESPY - && !isclose + && !ismelee && shotdata->gset.weaponnum != WEAPON_TRANQUILIZER) { u8 darker; diff --git a/src/game/chraction.c b/src/game/chraction.c index 7eeac7598..9643b267d 100644 --- a/src/game/chraction.c +++ b/src/game/chraction.c @@ -4248,7 +4248,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse s32 race = CHRRACE(chr); f32 shield; bool makedizzy; - bool isclose; + bool ismelee; struct prop *vprop = chr->prop; f32 headshotdamagescale = 1; bool usedshield = false; @@ -4258,7 +4258,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse f32 explosionforce = damage; f32 healthscale = 1; f32 armourscale = 1; - bool isfar = true; + bool isshoot = true; bool forceapplydamage = false; struct weaponfunc *func; f32 amount; @@ -4338,15 +4338,15 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse } func = gsetGetWeaponFunction(gset); - isclose = func && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE; + ismelee = func && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE; makedizzy = race != RACE_DRCAROLL && gsetHasFunctionFlags(gset, FUNCFLAG_MAKEDIZZY); if (chr->prop == g_Vars.currentplayer->prop && g_Vars.currentplayer->invincible) { return; } - if (isclose) { - isfar = false; + if (ismelee) { + isshoot = false; } // Set a flag on the victim that makes them switch to their "shot" AI list @@ -4633,7 +4633,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse // If chr is dying or already dead, consider making their head flinch // then we're done if (chr->actiontype == ACT_DIE || chr->actiontype == ACT_DEAD) { - if (hitpart == HITPART_HEAD && chr->actiontype == ACT_DIE && race != RACE_SKEDAR && isfar) { + if (hitpart == HITPART_HEAD && chr->actiontype == ACT_DIE && race != RACE_SKEDAR && isshoot) { struct coord pos; pos.x = vprop->pos.x - vector->x; pos.y = vprop->pos.y - vector->y; @@ -4708,7 +4708,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse } else { damage *= 4; - if (isfar && !usedshield) { + if (isshoot && !usedshield) { chrFlinchHead(chr, angle); damage *= headshotdamagescale; @@ -4809,7 +4809,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse } // Handle player boost - if (isclose && gset->weaponnum == WEAPON_REAPER) { + if (ismelee && gset->weaponnum == WEAPON_REAPER) { boostscale = 0.1f; } else if (g_Vars.normmplayerisrunning) { boostscale = 0.75f; @@ -4894,7 +4894,7 @@ void chrDamage(struct chrdata *chr, f32 damage, struct coord *vector, struct gse if (chr->aibot) { f32 boostscale; - if (isclose && gset->weaponnum == WEAPON_REAPER) { + if (ismelee && gset->weaponnum == WEAPON_REAPER) { boostscale = 0.1f; } else { boostscale = 0.75f; diff --git a/src/game/game_0b0fd0.c b/src/game/game_0b0fd0.c index 2856d0c8d..48dc3a4cd 100644 --- a/src/game/game_0b0fd0.c +++ b/src/game/game_0b0fd0.c @@ -467,13 +467,13 @@ f32 gsetGetDamage(struct gset *gset) if (func) { if ((func->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) { - struct weaponfunc_shoot *fullfunc = (struct weaponfunc_shoot *)func; - damage = fullfunc->damage; + struct weaponfunc_shoot *shootfunc = (struct weaponfunc_shoot *)func; + damage = shootfunc->damage; } - if ((func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { - struct weaponfunc_close *fullfunc = (struct weaponfunc_close *)func; - damage = fullfunc->damage; + if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { + struct weaponfunc_melee *meleefunc = (struct weaponfunc_melee *)func; + damage = meleefunc->damage; if (gset->weaponnum == WEAPON_REAPER) { damage *= LVUPDATE60FREAL(); @@ -481,8 +481,8 @@ f32 gsetGetDamage(struct gset *gset) } if ((func->type & 0xff) == INVENTORYFUNCTYPE_THROW) { - struct weaponfunc_throw *fullfunc = (struct weaponfunc_throw *)func; - damage = fullfunc->damage; + struct weaponfunc_throw *throwfunc = (struct weaponfunc_throw *)func; + damage = throwfunc->damage; } } @@ -577,7 +577,7 @@ u32 currentPlayerGetSight(void) g_Vars.currentplayer->hands[HAND_RIGHT].gset.weaponnum, g_Vars.currentplayer->hands[HAND_RIGHT].gset.weaponfunc); - if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { + if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { return SIGHT_NONE; } diff --git a/src/game/invitems.c b/src/game/invitems.c index 365ba359a..bcc906f40 100644 --- a/src/game/invitems.c +++ b/src/game/invitems.c @@ -262,8 +262,8 @@ struct guncmd invanim_punch[] = { gunscript_end }; -struct weaponfunc_close invfunc_unarmed_punch = { - INVENTORYFUNCTYPE_CLOSE, +struct weaponfunc_melee invfunc_unarmed_punch = { + INVENTORYFUNCTYPE_MELEE, L_GUN_100, // name 0, // unused -1, // ammoindex @@ -286,8 +286,8 @@ struct weaponfunc_close invfunc_unarmed_punch = { 0, // unused }; -struct weaponfunc_close invfunc_unarmed_disarm = { - INVENTORYFUNCTYPE_CLOSE, +struct weaponfunc_melee invfunc_unarmed_disarm = { + INVENTORYFUNCTYPE_MELEE, L_GUN_101, // name 0, // unused -1, // ammoindex @@ -526,8 +526,8 @@ struct weaponfunc_shootsingle invfunc_falcon2silenced_singleshot = { 1, // penetration }; -struct weaponfunc_close invfunc_falcon2_pistolwhip = { - INVENTORYFUNCTYPE_CLOSE, +struct weaponfunc_melee invfunc_falcon2_pistolwhip = { + INVENTORYFUNCTYPE_MELEE, L_GUN_094, // name 0, // unused -1, // ammoindex @@ -935,8 +935,8 @@ struct weaponfunc_shootsingle invfunc_dy357lx_singleshot = { 5, // penetration }; -struct weaponfunc_close invfunc_dy357_pistolwhip = { - INVENTORYFUNCTYPE_CLOSE, +struct weaponfunc_melee invfunc_dy357_pistolwhip = { + INVENTORYFUNCTYPE_MELEE, L_GUN_094, // name 0, // unused -1, // ammoindex @@ -2656,8 +2656,8 @@ struct weaponfunc_shootauto invfunc_reaper_shoot = { 88, // turretdecel }; -struct weaponfunc_close invfunc_reaper_grind = { - INVENTORYFUNCTYPE_CLOSE, +struct weaponfunc_melee invfunc_reaper_grind = { + INVENTORYFUNCTYPE_MELEE, L_GUN_106, // name 0, // unused -1, // ammoindex @@ -3858,8 +3858,8 @@ struct weaponfunc_shootsingle invfunc_tranquilizer_shoot = { 1, // penetration }; -struct weaponfunc_close invfunc_tranquilizer_lethal = { - INVENTORYFUNCTYPE_CLOSE, +struct weaponfunc_melee invfunc_tranquilizer_lethal = { + INVENTORYFUNCTYPE_MELEE, L_GUN_108, // name 0, // unused 0, // ammoindex @@ -4899,8 +4899,8 @@ struct guncmd invanim_combatknife_reload[] = { gunscript_end }; -struct weaponfunc_close invfunc_combatknife_slash = { - INVENTORYFUNCTYPE_CLOSE, +struct weaponfunc_melee invfunc_combatknife_slash = { + INVENTORYFUNCTYPE_MELEE, L_GUN_109, // name 0, // unused 0, // ammoindex diff --git a/src/game/prop.c b/src/game/prop.c index a1514ba67..a914dcff1 100644 --- a/src/game/prop.c +++ b/src/game/prop.c @@ -635,7 +635,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc explosiveshells = true; } - if ((func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE && arg1) { + if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE && arg1) { shortrange = true; arg1 = false; } @@ -664,9 +664,9 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc hitpos.y = shotdata.gunpos.y + shotdata.dir.y * 300; hitpos.z = shotdata.gunpos.z + shotdata.dir.z * 300; } else if (shortrange) { - if ((func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { - struct weaponfunc_close *close = (struct weaponfunc_close *) func; - range = close->range; + if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { + struct weaponfunc_melee *meleefunc = (struct weaponfunc_melee *) func; + range = meleefunc->range; } hitpos.x = shotdata.gunpos.x + shotdata.dir.x * range; @@ -829,7 +829,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc bgunSetHitPos(&sp694.unk00); - if (surfacetype->numwallhittexes > 0 && (!func || (func->type & 0xff) != INVENTORYFUNCTYPE_CLOSE)) { + if (surfacetype->numwallhittexes > 0 && (!func || (func->type & 0xff) != INVENTORYFUNCTYPE_MELEE)) { if (shotdata.gset.weaponnum != WEAPON_UNARMED && shotdata.gset.weaponnum != WEAPON_LASER && shotdata.gset.weaponnum != WEAPON_TRANQUILIZER @@ -1103,7 +1103,7 @@ void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 hi } } -void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2) +void handInflictMeleeDamage(s32 handnum, struct gset *gset, bool arg2) { s32 cdtypes; struct prop **ptr; @@ -1170,9 +1170,9 @@ void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2) struct model *model; struct weaponfunc *func = gsetGetWeaponFunction(gset); - if ((func->type & 0xff) == 3) { - struct weaponfunc_close *closefunc = (struct weaponfunc_close *)func; - rangelimit = closefunc->range; + if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { + struct weaponfunc_melee *meleefunc = (struct weaponfunc_melee *)func; + rangelimit = meleefunc->range; } bgunGetCrossPos(&x, &y); @@ -1308,12 +1308,12 @@ void handTickAttack(s32 handnum) mpstats0f0b0520(); } break; - case HANDATTACKTYPE_CLOSERANGE: + case HANDATTACKTYPE_MELEE: chrUncloakTemporarily(g_Vars.currentplayer->prop->chr); - handInflictCloseRangeDamage(handnum, &gset, false); + handInflictMeleeDamage(handnum, &gset, false); break; - case HANDATTACKTYPE_CLOSERANGENOUNCLOAK: - handInflictCloseRangeDamage(handnum, &gset, true); + case HANDATTACKTYPE_MELEENOUNCLOAK: + handInflictMeleeDamage(handnum, &gset, true); break; case HANDATTACKTYPE_DETONATE: playerActivateRemoteMineDetonator(g_Vars.currentplayernum); @@ -2548,14 +2548,14 @@ void autoaimTick(void) { struct prop *bestprop = NULL; f32 aimpos[2] = {0, 0}; - bool isclose = false; + bool ismelee = false; bool cangangsta = weaponHasFlag(bgunGetWeaponNum(HAND_RIGHT), WEAPONFLAG_GANGSTA); bool iscmpsec = false; struct weaponfunc *func = currentPlayerGetWeaponFunction(HAND_RIGHT); s32 i; - if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { - isclose = true; + if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { + ismelee = true; } if (frIsInTraining()) { @@ -2661,7 +2661,7 @@ void autoaimTick(void) } } else if ((bmoveIsAutoAimYEnabledForCurrentWeapon() || bmoveIsAutoAimXEnabledForCurrentWeapon() - || cangangsta) && !isclose) { + || cangangsta) && !ismelee) { // Standard auto aim f32 bestthing = -1; struct prop *prop; diff --git a/src/game/propobj.c b/src/game/propobj.c index 57a861120..e5e003818 100644 --- a/src/game/propobj.c +++ b/src/game/propobj.c @@ -15654,7 +15654,7 @@ void objHit(struct shotdata *shotdata, struct hit *hit) struct defaultobj *obj; struct coord sp110; struct prop *prop; - u8 isclosefunc = false; + u8 ismeleefunc = false; s32 i; bool explosiveshells = false; bool spfc = hit->unk4c; @@ -15666,8 +15666,8 @@ void objHit(struct shotdata *shotdata, struct hit *hit) s16 spdc[3]; if (func != NULL) { - if ((func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { - isclosefunc = true; + if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { + ismeleefunc = true; } if (func->flags & FUNCFLAG_EXPLOSIVESHELLS) { @@ -15721,7 +15721,7 @@ void objHit(struct shotdata *shotdata, struct hit *hit) } // Create sparks - if (!isclosefunc) { + if (!ismeleefunc) { if (chrIsUsingPaintball(g_Vars.currentplayer->prop->chr)) { sparksCreate(prop->rooms[0], prop, &sp110, 0, 0, SPARKTYPE_PAINT); } else { @@ -15746,12 +15746,12 @@ void objHit(struct shotdata *shotdata, struct hit *hit) // Play hit sound if (!spfc) { bgunPlayGlassHitSound(&hit->prop->pos, hit->prop->rooms, hit->hitthing.texturenum); - } else if (!isclosefunc) { + } else if (!ismeleefunc) { bgunPlayPropHitSound(&shotdata->gset, hit->prop, hit->hitthing.texturenum); } // Create wall hit (bullet hole) - if (!isclosefunc + if (!ismeleefunc && hit->hitthing.texturenum != 10000 && shotdata->gset.weaponnum != WEAPON_UNARMED && shotdata->gset.weaponnum != WEAPON_LASER diff --git a/src/game/sight.c b/src/game/sight.c index 876d1682f..17f797a4d 100644 --- a/src/game/sight.c +++ b/src/game/sight.c @@ -188,7 +188,7 @@ void sightTick(bool sighton) newtracktype = SIGHTTRACKTYPE_THREATDETECTOR; } - if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) { + if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) { newtracktype = SIGHTTRACKTYPE_NONE; } diff --git a/src/include/constants.h b/src/include/constants.h index e03fa11a6..39b07444a 100644 --- a/src/include/constants.h +++ b/src/include/constants.h @@ -1234,17 +1234,17 @@ #define HANDANIMMODE_IDLE 0 #define HANDANIMMODE_BUSY 2 -#define HANDATTACKTYPE_SHOOT 1 -#define HANDATTACKTYPE_SHOOTPROJECTILE 2 -#define HANDATTACKTYPE_THROWPROJECTILE 3 -#define HANDATTACKTYPE_CLOSERANGE 4 -#define HANDATTACKTYPE_DETONATE 5 -#define HANDATTACKTYPE_BOOST 6 -#define HANDATTACKTYPE_REVERTBOOST 7 -#define HANDATTACKTYPE_CROUCH 8 -#define HANDATTACKTYPE_RCP120CLOAK 9 -#define HANDATTACKTYPE_CLOSERANGENOUNCLOAK 10 -#define HANDATTACKTYPE_UPLINK 12 +#define HANDATTACKTYPE_SHOOT 1 +#define HANDATTACKTYPE_SHOOTPROJECTILE 2 +#define HANDATTACKTYPE_THROWPROJECTILE 3 +#define HANDATTACKTYPE_MELEE 4 +#define HANDATTACKTYPE_DETONATE 5 +#define HANDATTACKTYPE_BOOST 6 +#define HANDATTACKTYPE_REVERTBOOST 7 +#define HANDATTACKTYPE_CROUCH 8 +#define HANDATTACKTYPE_RCP120CLOAK 9 +#define HANDATTACKTYPE_MELEENOUNCLOAK 10 +#define HANDATTACKTYPE_UPLINK 12 #define HANDMODE_NONE 0 #define HANDMODE_1 1 @@ -1416,7 +1416,7 @@ #define INVENTORYFUNCTYPE_SHOOT_PROJECTILE 0x0201 #define INVENTORYFUNCTYPE_0200 0x0200 #define INVENTORYFUNCTYPE_THROW 0x0002 -#define INVENTORYFUNCTYPE_CLOSE 0x0003 +#define INVENTORYFUNCTYPE_MELEE 0x0003 #define INVENTORYFUNCTYPE_SPECIAL 0x0004 #define INVENTORYFUNCTYPE_DEVICE 0x0005 diff --git a/src/include/game/bondgun.h b/src/include/game/bondgun.h index 5c1b91ea7..0398b0935 100644 --- a/src/include/game/bondgun.h +++ b/src/include/game/bondgun.h @@ -41,7 +41,7 @@ bool bgun0f09aba4(struct hand *hand, struct handweaponinfo *info, s32 handnum, s bool bgunTickIncAttackingShoot(struct handweaponinfo *info, s32 handnum, struct hand *hand); bool bgunTickIncAttackingThrow(s32 handnum, struct hand *hand); s32 bgunGetMinClipQty(s32 weaponnum, s32 funcnum); -bool bgunTickIncAttackingClose(s32 handnum, struct hand *hand); +bool bgunTickIncAttackingMelee(s32 handnum, struct hand *hand); bool bgunTickIncAttackingSpecial(struct hand *hand); s32 bgunTickIncAttackEmpty(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); s32 bgunTickIncAttack(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate); diff --git a/src/include/game/prop.h b/src/include/game/prop.h index 47920a8cd..5076414a6 100644 --- a/src/include/game/prop.h +++ b/src/include/game/prop.h @@ -28,7 +28,7 @@ struct prop *shotCalculateHits(s32 handnum, bool arg1, struct coord *arg2, struc struct prop *func0f061d54(s32 handnum, u32 arg1, u32 arg2); void shotCreate(s32 handnum, bool arg1, bool dorandom, s32 arg3, bool arg4); void func0f061fa8(struct shotdata *shotdata, struct prop *prop, f32 arg2, s32 hitpart, struct modelnode *node, struct hitthing *hitthing, s32 arg6, struct modelnode *arg7, struct model *model, bool arg9, s32 arg10, struct coord *arg11, struct coord *arg12); -void handInflictCloseRangeDamage(s32 handnum, struct gset *gset, bool arg2); +void handInflictMeleeDamage(s32 handnum, struct gset *gset, bool arg2); void handTickAttack(s32 handnum); void handsTickAttack(void); void propExecuteTickOperation(struct prop *prop, s32 op); diff --git a/src/include/types.h b/src/include/types.h index 6f8567d91..3170327c8 100644 --- a/src/include/types.h +++ b/src/include/types.h @@ -725,7 +725,7 @@ struct aibot { /*0x048*/ s16 hillpadnum; /*0x04a*/ s16 hillcovernum; /*0x04c*/ u8 unk04c_00 : 1; - /*0x04c*/ u8 iscloserangeweapon : 1; + /*0x04c*/ u8 ismeleeweapon : 1; /*0x04c*/ u8 gunfunc : 1; /*0x04c*/ u8 unk04c_03 : 1; /*0x04c*/ u8 unk04c_04 : 1; @@ -2976,7 +2976,7 @@ struct weaponfunc_throw { /*0x20*/ f32 damage; }; -struct weaponfunc_close { +struct weaponfunc_melee { struct weaponfunc base; /*0x14*/ f32 damage; /*0x18*/ f32 range;