Use consistent prefix for gset functions

This commit is contained in:
Ryan Dwyer
2024-09-08 18:36:45 +10:00
parent ddac1c7bab
commit 3a6ae92d2d
26 changed files with 281 additions and 281 deletions
+6 -6
View File
@@ -324,15 +324,15 @@ void am_apply(s32 slot)
pass = true;
if (weaponnum) {
state = current_player_get_device_state(weaponnum);
state = gset_get_device_state(weaponnum);
if (state != DEVICESTATE_UNEQUIPPED) {
pass = false;
if (state == DEVICESTATE_INACTIVE) {
current_player_set_device_active(weaponnum, true);
gset_set_device_active(weaponnum, true);
} else {
current_player_set_device_active(weaponnum, false);
gset_set_device_active(weaponnum, false);
}
}
}
@@ -450,7 +450,7 @@ void am_get_slot_details(s32 slot, u32 *flags, char *label)
weaponnum = inv_get_weapon_num_by_index(g_AmMenus[g_AmIndex].invindexes[slot]);
if (current_player_get_device_state(weaponnum) == DEVICESTATE_ACTIVE) {
if (gset_get_device_state(weaponnum) == DEVICESTATE_ACTIVE) {
*flags |= AMSLOTFLAG_ACTIVE;
}
@@ -466,8 +466,8 @@ void am_get_slot_details(s32 slot, u32 *flags, char *label)
if (slot == 4) {
strcpy(label, lang_get(L_MISC_171)); // "Function"
} else if (slot == 1 || slot == 7) {
prifunc = weapon_get_function(&g_Vars.currentplayer->hands[HAND_RIGHT].gset, FUNC_PRIMARY);
secfunc = weapon_get_function(&g_Vars.currentplayer->hands[HAND_RIGHT].gset, FUNC_SECONDARY);
prifunc = gset_get_funcdef_by_gset_funcnum(&g_Vars.currentplayer->hands[HAND_RIGHT].gset, FUNC_PRIMARY);
secfunc = gset_get_funcdef_by_gset_funcnum(&g_Vars.currentplayer->hands[HAND_RIGHT].gset, FUNC_SECONDARY);
if (slot == 1) {
if (!secfunc || !FUNCISSEC()) {
+2 -2
View File
@@ -307,8 +307,8 @@ void am_tick(void)
// If weapon has no functions, skip past function screen
if (g_AmMenus[g_AmIndex].screenindex == 1) {
struct weaponfunc *pri = weapon_get_function(&g_Vars.currentplayer->hands[0].gset, FUNC_PRIMARY);
struct weaponfunc *sec = weapon_get_function(&g_Vars.currentplayer->hands[0].gset, FUNC_SECONDARY);
struct weaponfunc *pri = gset_get_funcdef_by_gset_funcnum(&g_Vars.currentplayer->hands[0].gset, FUNC_PRIMARY);
struct weaponfunc *sec = gset_get_funcdef_by_gset_funcnum(&g_Vars.currentplayer->hands[0].gset, FUNC_SECONDARY);
if (!pri && !sec) {
am_change_screen(gotonextscreen);
+95 -95
View File
@@ -220,7 +220,7 @@ void bgun_rumble(s32 handnum, s32 weaponnum)
contpad1hasrumble = pak_get_type(contpad1) == PAKTYPE_RUMBLE;
contpad2hasrumble = pak_get_type(contpad2) == PAKTYPE_RUMBLE;
if (!weapon_has_flag(weaponnum, WEAPONFLAG_DUALWIELD)) {
if (!gset_has_weapon_flag(weaponnum, WEAPONFLAG_DUALWIELD)) {
singlewield = true;
}
@@ -424,7 +424,7 @@ void bgun_execute_gun_vis_commands(struct hand *hand, struct modeldef *modeldef,
void bgun_update_ammo_visibility(struct hand *hand, struct modeldef *modeldef)
{
struct weapon *weapon = weapon_find_by_id(hand->gset.weaponnum);
struct weapon *weapon = gset_get_weapondef(hand->gset.weaponnum);
s32 i;
s32 j;
@@ -862,7 +862,7 @@ void bgun_get_weapon_info(struct handweaponinfo *info, s32 handnum)
s32 bgun_get_ammo_state(s32 funcnum, struct handweaponinfo *info, struct hand *hand)
{
s32 state = GUNAMMOSTATE_CLIPFULL;
struct weaponfunc *func = weapon_get_function(&hand->gset, funcnum);
struct weaponfunc *func = gset_get_funcdef_by_gset_funcnum(&hand->gset, funcnum);
if (!func) {
return GUNAMMOSTATE_DEPLETED;
@@ -903,7 +903,7 @@ s32 bgun_get_ammo_state(s32 funcnum, struct handweaponinfo *info, struct hand *h
void bgun0f098df8(s32 weaponfunc, struct handweaponinfo *info, struct hand *hand, u8 onebullet, u8 checkunequipped)
{
struct weaponfunc *func = weapon_get_function(&hand->gset, weaponfunc);
struct weaponfunc *func = gset_get_funcdef_by_gset_funcnum(&hand->gset, weaponfunc);
if (func && func->ammoindex != -1) {
s32 ammoindex = func->ammoindex;
@@ -959,7 +959,7 @@ void bgun0f098f8c(struct handweaponinfo *info, struct hand *hand)
s32 i;
for (i = 0; i < 2; i++) {
if (weapon_get_function(&hand->gset, i)) {
if (gset_get_funcdef_by_gset_funcnum(&hand->gset, i)) {
bgun0f098df8(i, info, hand, 0, 1);
}
}
@@ -1023,8 +1023,8 @@ bool bgun0f0990b0(struct weaponfunc *basefunc, struct weapon *weapon)
bool bgun0f099188(struct hand *hand, s32 gunfunc)
{
struct weaponfunc *func = weapon_get_function(&hand->gset, gunfunc);
struct weapon *weapon = weapon_find_by_id(hand->gset.weaponnum);
struct weaponfunc *func = gset_get_funcdef_by_gset_funcnum(&hand->gset, gunfunc);
struct weapon *weapon = gset_get_weapondef(hand->gset.weaponnum);
if (bgun_is_using_secondary_function() == gunfunc) {
return false;
@@ -1102,7 +1102,7 @@ s32 bgun_tick_inc_idle(struct handweaponinfo *info, s32 handnum, struct hand *ha
// Attempted to shoot with no ammo
// Consider switching to another weapon
if (weapon_has_flag(info->weaponnum, WEAPONFLAG_THROWABLE)
if (gset_has_weapon_flag(info->weaponnum, WEAPONFLAG_THROWABLE)
&& (info->weaponnum != WEAPON_REMOTEMINE || handnum != HAND_LEFT)
&& bgun_set_state(handnum, HANDSTATE_AUTOSWITCH)) {
return lvupdate;
@@ -1116,7 +1116,7 @@ s32 bgun_tick_inc_idle(struct handweaponinfo *info, s32 handnum, struct hand *ha
if (bgun0f099188(hand, 1 - hand->gset.weaponfunc) && info->weaponnum != WEAPON_REAPER) {
if (info->gunctrl->wantammo) {
func = weapon_get_function(&hand->gset, 1 - hand->gset.weaponfunc);
func = gset_get_funcdef_by_gset_funcnum(&hand->gset, 1 - hand->gset.weaponfunc);
if ((func->type & 0xff) != INVENTORYFUNCTYPE_MELEE) {
ammostate2 = GUNAMMOSTATE_DEPLETED;
@@ -1129,7 +1129,7 @@ s32 bgun_tick_inc_idle(struct handweaponinfo *info, s32 handnum, struct hand *ha
if (ammostate2 <= GUNAMMOSTATE_DEPLETED) {
hand->unk0cc8_08 = true;
} else {
if (!weapon_has_flag(info->weaponnum, WEAPONFLAG_KEEPFUNCWHENEMPTY) || hand->gset.weaponfunc == FUNC_SECONDARY) {
if (!gset_has_weapon_flag(info->weaponnum, WEAPONFLAG_KEEPFUNCWHENEMPTY) || hand->gset.weaponfunc == FUNC_SECONDARY) {
hand->unk0cc8_07 = true;
if (bgun_set_state(handnum, HANDSTATE_CHANGEFUNC)) {
@@ -1354,7 +1354,7 @@ bool bgun_is_reloading(struct hand *hand)
s32 bgun_tick_inc_reload(struct handweaponinfo *info, s32 handnum, struct hand *hand, s32 lvupdate)
{
u32 stack;
struct weaponfunc *func = gset_get_weapon_function(&hand->gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(&hand->gset);
if (g_Vars.currentplayer->isdead) {
hand->animmode = HANDANIMMODE_IDLE;
@@ -1538,9 +1538,9 @@ s32 bgun_tick_inc_reload(struct handweaponinfo *info, s32 handnum, struct hand *
}
if (hand->count60 >= TICKS(23)
|| !weapon_get_file_num2(info->weaponnum)
|| !weapon_has_flag(info->weaponnum, WEAPONFLAG_00000040)
|| weapon_has_flag(info->weaponnum, WEAPONFLAG_00000080)) {
|| !gset_get_filenum2(info->weaponnum)
|| !gset_has_weapon_flag(info->weaponnum, WEAPONFLAG_00000040)
|| gset_has_weapon_flag(info->weaponnum, WEAPONFLAG_00000080)) {
hand->mode = HANDMODE_NONE;
hand->count60 = 0;
hand->count = 0;
@@ -1563,10 +1563,10 @@ s32 bgun_tick_inc_changefunc(struct handweaponinfo *info, s32 handnum, struct ha
if (hand->statecycles == 0) {
if (hand->gset.weaponfunc == FUNC_PRIMARY) {
cmd = gset_get_pri_to_sec_anim(&hand->gset);
cmd = gset_get_pritosec_anim(&hand->gset);
hand->gset.weaponfunc = FUNC_SECONDARY;
} else {
cmd = gset_get_sec_to_pri_anim(&hand->gset);
cmd = gset_get_sectopri_anim(&hand->gset);
hand->gset.weaponfunc = FUNC_PRIMARY;
}
@@ -1974,7 +1974,7 @@ bool bgun_tick_recoil(struct hand *hand, struct handweaponinfo *info, s32 handnu
hand->rotxend = BADDTOR(360) - BADDTOR3(recoilangle);
hand->posend.x = (hand_get_xpos(handnum) - hand->aimpos.x) * recoildist / 1000.0f;
hand->posend.x = (gset_get_xpos(handnum) - hand->aimpos.x) * recoildist / 1000.0f;
hand->posend.y = 0;
hand->posend.z = (weapondef->posz - hand->aimpos.z) * recoildist / 1000.0f;
@@ -2011,7 +2011,7 @@ bool bgun_tick_inc_attacking_shoot(struct handweaponinfo *info, s32 handnum, str
{
static u32 var80070128 = 99;
struct weaponfunc *func = gset_get_weapon_function(&hand->gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(&hand->gset);
bool canfireagain;
s32 sp64;
s32 sp60;
@@ -2110,7 +2110,7 @@ bool bgun_tick_inc_attacking_shoot(struct handweaponinfo *info, s32 handnum, str
bool bgun_tick_inc_attacking_throw(s32 handnum, struct hand *hand)
{
struct weaponfunc_throw *func = (struct weaponfunc_throw *) gset_get_weapon_function(&hand->gset);
struct weaponfunc_throw *func = (struct weaponfunc_throw *) gset_get_funcdef_by_gset(&hand->gset);
if (func == NULL) {
return true;
@@ -2222,7 +2222,7 @@ u32 var80070130 = 0x00000000;
bool bgun_tick_inc_attacking_melee(s32 handnum, struct hand *hand)
{
struct weaponfunc *func = gset_get_weapon_function(&hand->gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(&hand->gset);
if (func == NULL) {
return true;
@@ -2330,7 +2330,7 @@ bool bgun_tick_inc_attacking_melee(s32 handnum, struct hand *hand)
bool bgun_tick_inc_attacking_special(struct hand *hand)
{
struct weaponfunc_special *func = (struct weaponfunc_special *) gset_get_weapon_function(&hand->gset);
struct weaponfunc_special *func = (struct weaponfunc_special *) gset_get_funcdef_by_gset(&hand->gset);
if (!func) {
return true;
@@ -2401,7 +2401,7 @@ s32 bgun_tick_inc_attackempty(struct handweaponinfo *info, s32 handnum, struct h
struct weaponfunc *func = NULL;
if (info->definition) {
func = gset_get_weapon_function(&hand->gset);
func = gset_get_funcdef_by_gset(&hand->gset);
}
if (func && func->fire_animation) {
@@ -2531,7 +2531,7 @@ s32 bgun_tick_inc_attack(struct handweaponinfo *info, s32 handnum, struct hand *
u32 stack2;
if (info->definition) {
func = gset_get_weapon_function(&hand->gset);
func = gset_get_funcdef_by_gset(&hand->gset);
}
if (func != NULL) {
@@ -2678,7 +2678,7 @@ s32 bgun_tick_inc_changegun(struct handweaponinfo *info, s32 handnum, struct han
if (hand->stateminor == HANDSTATEMINOR_CHANGEGUN_UNEQUIP) {
bool skipanim = false;
if (weapon_has_flag(info->weaponnum, WEAPONFLAG_THROWABLE)
if (gset_has_weapon_flag(info->weaponnum, WEAPONFLAG_THROWABLE)
&& !(info->weaponnum == WEAPON_REMOTEMINE && handnum == HAND_LEFT)
&& bgun_get_ammo_state(FUNC_PRIMARY, info, hand) <= GUNAMMOSTATE_DEPLETED) {
skipanim = true;
@@ -2808,7 +2808,7 @@ s32 bgun_tick_inc_changegun(struct handweaponinfo *info, s32 handnum, struct han
delay = TICKS(12);
}
if (weapon_has_flag(hand->gset.weaponnum, WEAPONFLAG_00004000)) {
if (gset_has_weapon_flag(hand->gset.weaponnum, WEAPONFLAG_00004000)) {
hand->animmode = HANDANIMMODE_IDLE;
} else if (weapon->equip_animation) {
delay = 1;
@@ -2821,7 +2821,7 @@ s32 bgun_tick_inc_changegun(struct handweaponinfo *info, s32 handnum, struct han
bgun0f098f8c(info, hand);
if (weapon_has_flag(info->weaponnum, WEAPONFLAG_THROWABLE)
if (gset_has_weapon_flag(info->weaponnum, WEAPONFLAG_THROWABLE)
&& (info->weaponnum != WEAPON_REMOTEMINE || handnum != HAND_LEFT)
&& bgun_get_ammo_state(FUNC_PRIMARY, info, hand) <= GUNAMMOSTATE_DEPLETED
&& bgun_set_state(handnum, HANDSTATE_AUTOSWITCH)) {
@@ -2971,13 +2971,13 @@ s32 bgun_tick_inc_changegun(struct handweaponinfo *info, s32 handnum, struct han
}
if (hand->count60 >= delay
|| !weapon_get_file_num2(info->weaponnum)
|| !weapon_has_flag(info->weaponnum, WEAPONFLAG_00000040)
|| weapon_has_flag(info->weaponnum, WEAPONFLAG_00000080)) {
|| !gset_get_filenum2(info->weaponnum)
|| !gset_has_weapon_flag(info->weaponnum, WEAPONFLAG_00000040)
|| gset_has_weapon_flag(info->weaponnum, WEAPONFLAG_00000080)) {
hand->mode = HANDMODE_NONE;
hand->stateminor++; // to HANDSTATEMINOR_CHANGEGUN_EQUIP
if (weapon_has_flag(hand->gset.weaponnum, WEAPONFLAG_00004000) == 0) {
if (gset_has_weapon_flag(hand->gset.weaponnum, WEAPONFLAG_00004000) == 0) {
hand->unk0cc8_02 = false;
}
@@ -2990,7 +2990,7 @@ s32 bgun_tick_inc_changegun(struct handweaponinfo *info, s32 handnum, struct han
// Wait for equip animation to finish then go to idle state
if (hand->stateminor == HANDSTATEMINOR_CHANGEGUN_EQUIP) {
if (info->definition->equip_animation && !weapon_has_flag(hand->gset.weaponnum, WEAPONFLAG_00004000)) {
if (info->definition->equip_animation && !gset_has_weapon_flag(hand->gset.weaponnum, WEAPONFLAG_00004000)) {
if (hand->animmode == HANDANIMMODE_IDLE) {
if (bgun_set_state(handnum, HANDSTATE_IDLE)) {
return lvupdate;
@@ -3078,7 +3078,7 @@ bool bgun_set_state(s32 handnum, s32 state)
struct hand *hand = &g_Vars.currentplayer->hands[handnum];
// Sanity check - don't allow changing function if there is no other
if (state == HANDSTATE_CHANGEFUNC && weapon_get_function(&hand->gset, 1 - hand->gset.weaponfunc) == NULL) {
if (state == HANDSTATE_CHANGEFUNC && gset_get_funcdef_by_gset_funcnum(&hand->gset, 1 - hand->gset.weaponfunc) == NULL) {
valid = false;
}
@@ -3175,8 +3175,8 @@ void bgun_decrease_noise_radius(void)
struct noisesettings noisesettingsright;
f32 subamount;
gset_populate_from_current_player(HAND_LEFT, &gsetleft);
gset_populate_from_current_player(HAND_RIGHT, &gsetright);
gset_populate(HAND_LEFT, &gsetleft);
gset_populate(HAND_RIGHT, &gsetright);
gset_get_noise_settings(&gsetleft, &noisesettingsleft);
gset_get_noise_settings(&gsetright, &noisesettingsright);
@@ -3230,7 +3230,7 @@ void bgun_calculate_blend(s32 handnum)
{
s32 sp60[2];
s32 sp58[2];
struct weapon *weapon = weapon_find_by_id(bgun_get_weapon_num(handnum));
struct weapon *weapon = gset_get_weapondef(bgun_get_weapon_num(handnum));
f32 sway = weapon->sway;
struct player *player = g_Vars.currentplayer;
@@ -3290,7 +3290,7 @@ void bgun_update_blend(struct hand *hand, s32 handnum)
sp5c.x += hand->adjustdamp.x;
sp5c.y += hand->adjustdamp.y;
sp5c.x += hand_get_xshift(handnum);
sp5c.x += gset_get_xshift(handnum);
for (i = 0; i < g_Vars.lvupdate240; i++) {
hand->damppossum.x = (PAL ? 0.9847f : 0.9872f) * hand->damppossum.x + sp5c.f[0];
@@ -3853,13 +3853,13 @@ void bgun_tick_master_load(void)
handfilenum = FILE_GCOMBATHANDSLOD;
}
filenum = weapon_get_file_num(newweaponnum);
filenum = gset_get_filenum(newweaponnum);
if (player->gunctrl.masterloadstate != MASTERLOADSTATE_LOADED || newweaponnum != player->gunctrl.gunmemtype) {
if (filenum) {
hashands = false;
if (weapon_has_flag(newweaponnum, WEAPONFLAG_HASHANDS)) {
if (gset_has_weapon_flag(newweaponnum, WEAPONFLAG_HASHANDS)) {
hashands = true;
}
@@ -3951,9 +3951,9 @@ void bgun_tick_master_load(void)
if (player->gunctrl.gunloadstate == GUNLOADSTATE_FLUX && player->gunctrl.cartmodeldef == NULL && PLAYERCOUNT() == 1) {
for (i = 0; i < 2; i++) {
hand = player->hands + i;
func = gset_get_weapon_function2(&hand->gset);
func = gset_get_funcdef_by_gset2(&hand->gset);
shootfunc = NULL;
weapondef = weapon_find_by_id(player->gunctrl.weaponnum);
weapondef = gset_get_weapondef(player->gunctrl.weaponnum);
casingindex = -1;
if (func != NULL) {
@@ -4200,7 +4200,7 @@ struct defaultobj *bgun_create_thrown_projectile2(struct chrdata *chr, struct gs
struct defaultobj *obj = NULL;
struct weaponfunc *basefunc;
struct weaponfunc_throw *func;
struct weapon *weapon = weapon_find_by_id(gset->weaponnum);
struct weapon *weapon = gset_get_weapondef(gset->weaponnum);
struct weaponobj *weaponobj;
struct autogunobj *autogun;
Mtxf mtx;
@@ -4594,7 +4594,7 @@ void bgun_create_fired_projectile(s32 handnum)
prevpos = &g_Vars.currentplayer->bondprevpos;
extrapos = &g_Vars.currentplayer->bondextrapos;
weapondef = weapon_find_by_id(hand->gset.weaponnum);
weapondef = gset_get_weapondef(hand->gset.weaponnum);
if (weapondef) {
tmp = weapondef->functions[hand->gset.weaponfunc];
@@ -5032,7 +5032,7 @@ void bgun_swivel(f32 screenx, f32 screeny, f32 crossdamp, f32 aimdamp)
*/
void bgun_swivel_with_damp(f32 screenx, f32 screeny, f32 crossdamp)
{
struct weapon *weapon = weapon_find_by_id(bgun_get_weapon_num(HAND_RIGHT));
struct weapon *weapon = gset_get_weapondef(bgun_get_weapon_num(HAND_RIGHT));
f32 aimdamp = PAL ? weapon->aimsettings->aimdamppal : weapon->aimsettings->aimdamp;
if (aimdamp < crossdamp) {
@@ -5050,7 +5050,7 @@ void bgun_swivel_with_damp(f32 screenx, f32 screeny, f32 crossdamp)
*/
void bgun_swivel_without_damp(f32 screenx, f32 screeny)
{
struct weapon *weapon = weapon_find_by_id(bgun_get_weapon_num(HAND_RIGHT));
struct weapon *weapon = gset_get_weapondef(bgun_get_weapon_num(HAND_RIGHT));
f32 aimdamp = PAL ? weapon->aimsettings->aimdamppal : weapon->aimsettings->aimdamp;
bgun_swivel(screenx, screeny, PAL ? 0.935f : 0.945f, aimdamp);
@@ -5088,7 +5088,7 @@ void bgun_calculate_player_shot_spread(struct coord *gunpos2d, struct coord *gun
f32 spread = 0;
f32 scaledspread;
f32 randfactor;
struct weaponfunc *func = current_player_get_weapon_function(handnum);
struct weaponfunc *func = gset_get_current_funcdef(handnum);
struct player *player = g_Vars.currentplayer;
if (func != NULL && (func->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) {
@@ -5096,7 +5096,7 @@ void bgun_calculate_player_shot_spread(struct coord *gunpos2d, struct coord *gun
spread = shootfunc->spread;
}
if (weapon_has_aim_flag(bgun_get_weapon_num2(handnum), INVAIMFLAG_ACCURATESINGLESHOT)
if (gset_has_aim_flag(bgun_get_weapon_num2(handnum), INVAIMFLAG_ACCURATESINGLESHOT)
&& player->hands[handnum].burstbullets == 1) {
spread *= 0.25f;
}
@@ -5142,7 +5142,7 @@ void bgun_calculate_bot_shot_spread(struct coord *arg0, s32 weaponnum, s32 funcn
{
f32 spread = 0.0f;
f32 radius;
struct weapon *weapondef = weapon_find_by_id(weaponnum);
struct weapon *weapondef = gset_get_weapondef(weaponnum);
f32 x;
f32 y;
Mtxf mtx;
@@ -5158,7 +5158,7 @@ void bgun_calculate_bot_shot_spread(struct coord *arg0, s32 weaponnum, s32 funcn
}
}
if (arg3 && weapon_has_aim_flag(weaponnum, INVAIMFLAG_ACCURATESINGLESHOT)) {
if (arg3 && gset_has_aim_flag(weaponnum, INVAIMFLAG_ACCURATESINGLESHOT)) {
spread *= 0.25f;
}
@@ -5274,7 +5274,7 @@ void bgun_tick_switch2(void)
struct hand *lefthand;
struct hand *righthand;
if (current_player_get_device_state(ctrl->switchtoweaponnum) != DEVICESTATE_UNEQUIPPED) {
if (gset_get_device_state(ctrl->switchtoweaponnum) != DEVICESTATE_UNEQUIPPED) {
ctrl->switchtoweaponnum = WEAPON_UNARMED;
}
@@ -5442,7 +5442,7 @@ s32 bgun_get_weapon_num2(s32 handnum)
bool bgun0f0a1a10(s32 weaponnum)
{
if (weapon_has_flag(weaponnum, WEAPONFLAG_00000400)
if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_00000400)
&& (bgun_get_ammo_type_for_weapon(weaponnum, FUNC_PRIMARY) == 0 || bgun_get_ammo_qty_for_weapon(weaponnum, FUNC_PRIMARY) > 0)) {
return true;
}
@@ -5558,7 +5558,7 @@ bool bgun_has_ammo_for_weapon(s32 weaponnum)
{
bool ammodefexists = false;
bool hasammo = false;
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
s32 i;
if (weapon == NULL) {
@@ -5566,7 +5566,7 @@ bool bgun_has_ammo_for_weapon(s32 weaponnum)
}
for (i = 0; i < 2; i++) {
struct weaponfunc *func = weapon_get_function_by_id(weaponnum, i);
struct weaponfunc *func = gset_get_funcdef_by_weaponnum_funcnum(weaponnum, i);
if (func && func->ammoindex >= 0) {
struct inventory_ammo *ammo = weapon->ammos[func->ammoindex];
@@ -5693,8 +5693,8 @@ void bgun_auto_switch_weapon(void)
if (inv_has_single_weapon_inc_all_guns(g_AutoSwitchWeaponsPrimary[i])) {
weaponnum = g_AutoSwitchWeaponsPrimary[i];
weapon = weapon_find_by_id(weaponnum);
func = weapon_get_function_by_id(weaponnum, FUNC_PRIMARY);
weapon = gset_get_weapondef(weaponnum);
func = gset_get_funcdef_by_weaponnum_funcnum(weaponnum, FUNC_PRIMARY);
if (!bgun0f0990b0(func, weapon) && (func->flags & FUNCFLAG_AUTOSWITCHUNSELECTABLE) == 0) {
usable = true;
@@ -5703,7 +5703,7 @@ void bgun_auto_switch_weapon(void)
if (weaponnum == WEAPON_SUPERDRAGON && !foundsuperdragon) {
foundsuperdragon++;
} else {
func = weapon_get_function_by_id(weaponnum, FUNC_SECONDARY);
func = gset_get_funcdef_by_weaponnum_funcnum(weaponnum, FUNC_SECONDARY);
if (!bgun0f0990b0(func, weapon) && (func->flags & FUNCFLAG_AUTOSWITCHUNSELECTABLE) == 0) {
usable = true;
@@ -5878,7 +5878,7 @@ void bgun_start_slide(s32 handnum)
void bgun_update_slide(s32 handnum)
{
f32 slidemax = 0.0f;
struct weaponfunc *funcdef = current_player_get_weapon_function(handnum);
struct weaponfunc *funcdef = gset_get_current_funcdef(handnum);
struct player *player = g_Vars.currentplayer;
if (funcdef && ((funcdef->type & 0xff) == INVENTORYFUNCTYPE_SHOOT)) {
@@ -6006,7 +6006,7 @@ bool bgun_allows_fullscreen_autoaim(void)
hand = &g_Vars.currentplayer->hands[HAND_RIGHT];
if (1) {
func = gset_get_weapon_function2(&hand->gset);
func = gset_get_funcdef_by_gset2(&hand->gset);
if (func
&& (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE
@@ -6022,7 +6022,7 @@ bool bgun_allows_fullscreen_autoaim(void)
hand = &g_Vars.currentplayer->hands[HAND_LEFT];
if (hand->inuse) {
func = gset_get_weapon_function2(&hand->gset);
func = gset_get_funcdef_by_gset2(&hand->gset);
if (func
&& (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE
@@ -6048,7 +6048,7 @@ bool bgun_allows_fullscreen_autoaim2(void)
struct weaponfunc *func;
hand = &g_Vars.currentplayer->hands[HAND_RIGHT];
func = gset_get_weapon_function2(&hand->gset);
func = gset_get_funcdef_by_gset2(&hand->gset);
if (func
&& (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE
@@ -6061,7 +6061,7 @@ bool bgun_allows_fullscreen_autoaim2(void)
hand = &g_Vars.currentplayer->hands[HAND_LEFT];
if (hand->inuse) {
func = gset_get_weapon_function2(&hand->gset);
func = gset_get_funcdef_by_gset2(&hand->gset);
if (func
&& (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE
@@ -6128,7 +6128,7 @@ void bgun_disarm(struct prop *attackerprop)
s32 i;
bool drop;
if (!weapon_has_flag(weaponnum, WEAPONFLAG_UNDROPPABLE) && weaponnum <= WEAPON_RCP45) {
if (!gset_has_weapon_flag(weaponnum, WEAPONFLAG_UNDROPPABLE) && weaponnum <= WEAPON_RCP45) {
#if VERSION >= VERSION_NTSC_1_0
// Coop must not allow player to drop a mission critical weapon
// because AI lists can fail the mission if the player has zero
@@ -6160,7 +6160,7 @@ void bgun_disarm(struct prop *attackerprop)
// Or drop it at player's feet with the pin pulled maybe...
if (weaponnum == WEAPON_GRENADE || weaponnum == WEAPON_NBOMB) {
for (i = 0; i < 2; i++) {
struct weaponfunc *func = gset_get_weapon_function(&player->hands[i].gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(&player->hands[i].gset);
if ((func->type & 0xff) == INVENTORYFUNCTYPE_THROW
&& player->hands[i].state == HANDSTATE_ATTACK
@@ -6842,7 +6842,7 @@ void bgun_update_sniper_rifle(struct modeldef *modeldef, u8 *allocation)
s32 mtxindex;
struct coord sp70;
f26 = 1.0f - (current_player_get_gun_zoom_fov() - 2.0f) / 58.0f;
f26 = 1.0f - (gset_get_gun_zoom_fov() - 2.0f) / 58.0f;
nodes[0] = model_get_part(modeldef, MODELPART_SNIPERRIFLE_SCOPE1);
nodes[1] = model_get_part(modeldef, MODELPART_SNIPERRIFLE_SCOPE2);
@@ -7360,13 +7360,13 @@ void bgun0f0a5550(s32 handnum)
struct coord sp118;
s32 j;
weapondef = weapon_find_by_id(weaponnum);
weapondef = gset_get_weapondef(weaponnum);
if (handnum == HAND_LEFT && weaponnum == WEAPON_REMOTEMINE) {
isdetonator = true;
}
funcdef = gset_get_weapon_function2(&hand->gset);
funcdef = gset_get_funcdef_by_gset2(&hand->gset);
if (funcdef && (funcdef->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) {
shootfunc = (struct weaponfunc_shoot *)funcdef;
@@ -7375,7 +7375,7 @@ void bgun0f0a5550(s32 handnum)
bgun_update_blend(hand, handnum);
if (handnum == HAND_RIGHT) {
if (weapon_has_flag(bgun_get_weapon_num2(HAND_LEFT), WEAPONFLAG_00000040)) {
if (gset_has_weapon_flag(bgun_get_weapon_num2(HAND_LEFT), WEAPONFLAG_00000040)) {
hand->xshift += 2.0f * g_Vars.lvupdate60freal / 240.0f;
if (hand->xshift > 2.0f) {
@@ -7389,7 +7389,7 @@ void bgun0f0a5550(s32 handnum)
}
}
} else {
if (weapon_has_flag(bgun_get_weapon_num2(HAND_RIGHT), WEAPONFLAG_00000040)) {
if (gset_has_weapon_flag(bgun_get_weapon_num2(HAND_RIGHT), WEAPONFLAG_00000040)) {
hand->xshift -= 2.0f * g_Vars.lvupdate60freal / 240.0f;
if (hand->xshift < -2.0f) {
@@ -7405,7 +7405,7 @@ void bgun0f0a5550(s32 handnum)
}
if (handnum == HAND_RIGHT) {
sp274.x = hand_get_xpos(handnum) + hand->damppos.f[0] + hand->adjustpos.f[0];
sp274.x = gset_get_xpos(handnum) + hand->damppos.f[0] + hand->adjustpos.f[0];
sp274.y = weapondef->posy + hand->damppos.f[1] + hand->adjustpos.f[1];
sp274.z = weapondef->posz + hand->damppos.f[2] + hand->adjustpos.f[2];
} else if (isdetonator) {
@@ -7413,7 +7413,7 @@ void bgun0f0a5550(s32 handnum)
sp274.y = -16.5f + hand->damppos.f[1] + hand->adjustpos.f[1];
sp274.z = -16.0f + hand->damppos.f[2] + hand->adjustpos.f[2];
} else {
sp274.x = hand_get_xpos(handnum) + hand->damppos.f[0] - hand->adjustpos.f[0];
sp274.x = gset_get_xpos(handnum) + hand->damppos.f[0] - hand->adjustpos.f[0];
sp274.y = weapondef->posy + hand->damppos.f[1] + hand->adjustpos.f[1];
sp274.z = weapondef->posz + hand->damppos.f[2] + hand->adjustpos.f[2];
}
@@ -7443,8 +7443,8 @@ void bgun0f0a5550(s32 handnum)
hand->visible = true;
if (!weapon_has_flag(weaponnum, WEAPONFLAG_00000040)
|| weapon_has_flag(weaponnum, WEAPONFLAG_00000080)
if (!gset_has_weapon_flag(weaponnum, WEAPONFLAG_00000040)
|| gset_has_weapon_flag(weaponnum, WEAPONFLAG_00000080)
|| hand->mode == HANDMODE_6
|| hand->mode == HANDMODE_7
|| !bgun_is_loaded()
@@ -7457,7 +7457,7 @@ void bgun0f0a5550(s32 handnum)
modeldef = player->gunctrl.gunmodeldef;
mtxallocation = gfx_allocate(modeldef->nummatrices * sizeof(Mtxf));
if (weapon_has_flag(weaponnum, WEAPONFLAG_RESETMATRICES)) {
if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_RESETMATRICES)) {
for (i = 0; i < modeldef->nummatrices; i++) {
mtx = (Mtxf *)(mtxallocation + i * sizeof(Mtxf));
mtx4_load_identity(mtx);
@@ -7472,14 +7472,14 @@ void bgun0f0a5550(s32 handnum)
bgun_update_ammo_visibility(hand, modeldef);
if (weapon_has_flag(weaponnum, WEAPONFLAG_HASGUNSCRIPT)) {
if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_HASGUNSCRIPT)) {
bgun_tick_anim(hand, modeldef);
}
}
mtx4_load_identity(&sp234);
if (PLAYERCOUNT() == 1 && IS8MB() && weapon_has_flag(weaponnum, WEAPONFLAG_GANGSTA)) {
if (PLAYERCOUNT() == 1 && IS8MB() && gset_has_weapon_flag(weaponnum, WEAPONFLAG_GANGSTA)) {
bgun_update_gangsta(hand, handnum, &sp274, funcdef, &sp284, &sp234);
}
@@ -7547,7 +7547,7 @@ void bgun0f0a5550(s32 handnum)
hand->gunmodel.matrices = (Mtxf *)mtxallocation;
hand->handmodel.matrices = (Mtxf *)mtxallocation;
if (weapon_has_flag(weaponnum, WEAPONFLAG_DUALFLIP) && handnum == HAND_LEFT) {
if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_DUALFLIP) && handnum == HAND_LEFT) {
mtx00015e24(-1, &sp2c4);
}
@@ -8234,7 +8234,7 @@ void bgun_render(Gfx **gdlptr)
if (hand->visible) {
gdl = beam_render(gdl, &hand->beam, 0, 0);
if (weapon_has_flag(hand->gset.weaponnum, WEAPONFLAG_BRIGHTER)) {
if (gset_has_weapon_flag(hand->gset.weaponnum, WEAPONFLAG_BRIGHTER)) {
gSPSetLights1(gdl++, var80070090);
gSPLookAt(gdl++, cam_get_look_at());
}
@@ -8345,7 +8345,7 @@ void bgun_render(Gfx **gdlptr)
#endif
}
if (weapon_has_flag(weaponnum, WEAPONFLAG_DUALFLIP)) {
if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_DUALFLIP)) {
gSPClearGeometryMode(renderdata.gdl++, G_CULL_BOTH);
if (handnum == HAND_RIGHT) {
@@ -8400,7 +8400,7 @@ void bgun_render(Gfx **gdlptr)
// Clean up
gdl = renderdata.gdl;
if (weapon_has_flag(weaponnum, WEAPONFLAG_DUALFLIP)) {
if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_DUALFLIP)) {
gSPClearGeometryMode(gdl++, G_CULL_BOTH);
}
@@ -9113,7 +9113,7 @@ void bgun_tick_gameplay(bool triggeron)
case WEAPON_COMMSRIDER:
case WEAPON_TRACERBUG:
case WEAPON_TARGETAMPLIFIER:
weapon = weapon_find_by_id(weaponnum);
weapon = gset_get_weapondef(weaponnum);
if (weapon && weapon->ammos[0]
&& bgun_get_ammo_count(weapon->ammos[0]->type) == 0) {
@@ -9196,7 +9196,7 @@ void bgun_tick_gameplay(bool triggeron)
struct hand *lhand = &g_Vars.currentplayer->hands[HAND_LEFT];
struct hand *rhand = &g_Vars.currentplayer->hands[HAND_RIGHT];
weapon = weapon_find_by_id(rhand->gset.weaponnum);
weapon = gset_get_weapondef(rhand->gset.weaponnum);
for (i = 0; i != 2; i++) {
if (weapon && weapon->ammos[i] &&
@@ -9244,11 +9244,11 @@ void bgun_set_aim_pos(struct coord *coord)
{
struct player *player = g_Vars.currentplayer;
player->hands[HAND_RIGHT].aimpos.x = hand_get_xshift(HAND_RIGHT) + coord->x;
player->hands[HAND_RIGHT].aimpos.x = gset_get_xshift(HAND_RIGHT) + coord->x;
player->hands[HAND_RIGHT].aimpos.y = coord->y;
player->hands[HAND_RIGHT].aimpos.z = coord->z;
player->hands[HAND_LEFT].aimpos.x = hand_get_xshift(HAND_LEFT) + coord->x;
player->hands[HAND_LEFT].aimpos.x = gset_get_xshift(HAND_LEFT) + coord->x;
player->hands[HAND_LEFT].aimpos.y = coord->y;
player->hands[HAND_LEFT].aimpos.z = coord->z;
}
@@ -9362,7 +9362,7 @@ void bgun_set_ammo_quantity(s32 ammotype, s32 quantity)
funcnum = FUNC_SECONDARY;
}
if (funcnum != -1 && weapon_has_ammo_flag(weaponnum, funcnum, AMMOFLAG_NORESERVE)) {
if (funcnum != -1 && gset_has_ammo_flag(weaponnum, funcnum, AMMOFLAG_NORESERVE)) {
// For cloak and combat boost, ammo cannot be held outside of the weapon.
// So just add it to the loaded clip.
player->hands[0].loadedammo[funcnum] += quantity;
@@ -9378,7 +9378,7 @@ void bgun_set_ammo_quantity(s32 ammotype, s32 quantity)
magamount = 0;
// For throwable items, the capacity applies to reserve + loaded
if (funcnum != -1 && weapon_has_ammo_flag(weaponnum, funcnum, AMMOFLAG_EQUIPPEDISRESERVE)) {
if (funcnum != -1 && gset_has_ammo_flag(weaponnum, funcnum, AMMOFLAG_EQUIPPEDISRESERVE)) {
magamount = player->hands[0].loadedammo[funcnum] + player->hands[1].loadedammo[funcnum];
}
@@ -9399,7 +9399,7 @@ s32 bgun_get_reserved_ammo_count(s32 ammotype)
for (i = 0; i < 2; i++) {
if (player->hands[i].inuse) {
for (j = 0; j < 2; j++) {
if (player->gunctrl.ammotypes[j] == ammotype && weapon_has_ammo_flag(player->hands[i].gset.weaponnum, j, AMMOFLAG_NORESERVE)) {
if (player->gunctrl.ammotypes[j] == ammotype && gset_has_ammo_flag(player->hands[i].gset.weaponnum, j, AMMOFLAG_NORESERVE)) {
total = total + player->hands[i].loadedammo[j];
}
}
@@ -9483,7 +9483,7 @@ void bgun_give_max_ammo(bool force)
u32 bgun_get_ammo_type_for_weapon(u32 weaponnum, u32 func)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
if (!weapon) {
return 0;
@@ -9498,7 +9498,7 @@ u32 bgun_get_ammo_type_for_weapon(u32 weaponnum, u32 func)
s32 bgun_get_ammo_qty_for_weapon(u32 weaponnum, u32 func)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
if (weapon) {
struct inventory_ammo *ammo = weapon->ammos[func];
@@ -9513,7 +9513,7 @@ s32 bgun_get_ammo_qty_for_weapon(u32 weaponnum, u32 func)
void bgun_set_ammo_qty_for_weapon(u32 weaponnum, u32 func, u32 quantity)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
if (weapon) {
struct inventory_ammo *ammo = weapon->ammos[func];
@@ -9526,7 +9526,7 @@ void bgun_set_ammo_qty_for_weapon(u32 weaponnum, u32 func, u32 quantity)
s32 bgun_get_ammo_capacity_for_weapon(s32 weaponnum, s32 func)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
struct inventory_ammo *ammo = weapon->ammos[func];
if (ammo) {
@@ -9938,7 +9938,7 @@ Gfx *bgun_draw_hud(Gfx *gdl)
s32 reserveheight = 36;
s32 clipheight = 57;
s32 xpos;
struct weapon *weapon = weapon_find_by_id(player->gunctrl.weaponnum);
struct weapon *weapon = gset_get_weapondef(player->gunctrl.weaponnum);
u32 alpha;
u32 fncolour;
s32 funcnum;
@@ -10057,9 +10057,9 @@ Gfx *bgun_draw_hud(Gfx *gdl)
// Draw weapon name and function name
if (options_get_show_gun_function(g_Vars.currentplayerstats->mpindex)) {
#if VERSION >= VERSION_NTSC_1_0
func = weapon_get_function_by_id(hand->gset.weaponnum, funcnum);
func = gset_get_funcdef_by_weaponnum_funcnum(hand->gset.weaponnum, funcnum);
#else
func = weapon_get_function_by_id(hand->gset.weaponnum, hand->gset.weaponfunc);
func = gset_get_funcdef_by_weaponnum_funcnum(hand->gset.weaponnum, hand->gset.weaponfunc);
#endif
nameid = inv_get_name_id_by_index(inv_get_current_index());
str = lang_get(nameid);
@@ -10406,9 +10406,9 @@ Gfx *bgun_draw_sight(Gfx *gdl)
{
if (g_Vars.currentplayer->gunsightoff == 0 && !g_Vars.currentplayer->mpmenuon) {
// Player is aiming with R
gdl = sight_draw(gdl, true, current_player_get_sight());
gdl = sight_draw(gdl, true, gset_get_sight());
} else {
gdl = sight_draw(gdl, false, current_player_get_sight());
gdl = sight_draw(gdl, false, gset_get_sight());
}
return gdl;
@@ -10419,7 +10419,7 @@ void bgun0f0abd30(s32 handnum)
struct player *player = g_Vars.currentplayer;
struct hand *hand = &player->hands[handnum];
struct gunctrl *gunctrl = &player->gunctrl;
struct weapon *weapon = weapon_find_by_id(hand->gset.weaponnum);
struct weapon *weapon = gset_get_weapondef(hand->gset.weaponnum);
s32 i;
for (i = 0; i < 2; i++) {
+10 -10
View File
@@ -74,7 +74,7 @@ bool bmove_is_autoaim_y_enabled(void)
bool bmove_is_autoaim_y_enabled_for_current_weapon(void)
{
struct weaponfunc *func = current_player_get_weapon_function(0);
struct weaponfunc *func = gset_get_current_funcdef(0);
if (func) {
if (func->flags & FUNCFLAG_NOAUTOAIM) {
@@ -132,7 +132,7 @@ bool bmove_is_autoaim_x_enabled(void)
bool bmove_is_autoaim_x_enabled_for_current_weapon(void)
{
struct weaponfunc *func = current_player_get_weapon_function(0);
struct weaponfunc *func = gset_get_current_funcdef(0);
if (func) {
if (func->flags & FUNCFLAG_NOAUTOAIM) {
@@ -640,7 +640,7 @@ void bmove_process_input(bool allowc1x, bool allowc1y, bool allowc1buttons, bool
controlmode = options_get_control_mode(g_Vars.currentplayerstats->mpindex);
weaponnum = bgun_get_weapon_num(HAND_RIGHT);
canmanualzoom = weapon_has_aim_flag(weaponnum, INVAIMFLAG_MANUALZOOM);
canmanualzoom = gset_has_aim_flag(weaponnum, INVAIMFLAG_MANUALZOOM);
contpad1 = options_get_contpad_num1(g_Vars.currentplayerstats->mpindex);
c1stickx = allowc1x ? joy_get_stick_x(contpad1) : 0;
@@ -1070,7 +1070,7 @@ void bmove_process_input(bool allowc1x, bool allowc1y, bool allowc1buttons, bool
g_Vars.currentplayer->waitforzrelease = false;
}
if (weapon_has_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_FIRETOACTIVATE)) {
if (gset_has_weapon_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_FIRETOACTIVATE)) {
if (allowc1buttons
&& joy_get_buttons_pressed_this_frame(shootpad, shootallowedbuttons & Z_TRIG)
&& g_Vars.currentplayer->pausemode == PAUSEMODE_UNPAUSED) {
@@ -1422,7 +1422,7 @@ void bmove_process_input(bool allowc1x, bool allowc1y, bool allowc1buttons, bool
g_Vars.currentplayer->waitforzrelease = false;
}
if (weapon_has_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_FIRETOACTIVATE)) {
if (gset_has_weapon_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_FIRETOACTIVATE)) {
if ((c1buttonsthisframe & shootbuttons)
&& g_Vars.currentplayer->pausemode == PAUSEMODE_UNPAUSED) {
movedata.btapcount++;
@@ -1478,11 +1478,11 @@ void bmove_process_input(bool allowc1x, bool allowc1y, bool allowc1buttons, bool
bgun_set_sight_visible(GUNSIGHTREASON_NOTAIMING, movedata.aiming);
if (movedata.zoomoutfovpersec > 0) {
current_player_zoom_out(movedata.zoomoutfovpersec);
gset_zoom_out(movedata.zoomoutfovpersec);
}
if (movedata.zoominfovpersec > 0) {
current_player_zoom_in(movedata.zoominfovpersec);
gset_zoom_in(movedata.zoominfovpersec);
}
if (g_Vars.currentplayer->pausemode == PAUSEMODE_UNPAUSED && !g_MainIsEndscreen) {
@@ -1523,12 +1523,12 @@ void bmove_process_input(bool allowc1x, bool allowc1y, bool allowc1buttons, bool
}
if (movedata.zooming) {
zoomfov = current_player_get_gun_zoom_fov();
zoomfov = gset_get_gun_zoom_fov();
}
if (bgun_get_weapon_num(HAND_RIGHT) == WEAPON_AR34
&& g_Vars.currentplayer->hands[HAND_RIGHT].gset.weaponfunc == FUNC_SECONDARY) {
zoomfov = current_player_get_gun_zoom_fov();
zoomfov = gset_get_gun_zoom_fov();
}
if (zoomfov <= 0) {
@@ -1757,7 +1757,7 @@ void bmove_process_input(bool allowc1x, bool allowc1y, bool allowc1buttons, bool
&& (bmove_is_autoaim_x_enabled_for_current_weapon() || bmove_is_autoaim_y_enabled_for_current_weapon())
&& g_Vars.currentplayer->autoxaimprop
&& g_Vars.currentplayer->autoyaimprop
&& weapon_has_aim_flag(weaponnum, INVAIMFLAG_AUTOAIM)
&& gset_has_aim_flag(weaponnum, INVAIMFLAG_AUTOAIM)
)
|| (bgun_get_weapon_num(HAND_RIGHT) == WEAPON_CMP150 && g_Vars.currentplayer->hands[HAND_RIGHT].gset.weaponfunc == FUNC_SECONDARY)) {
// Auto aim - move crosshair towards target
+4 -4
View File
@@ -422,7 +422,7 @@ u32 bot_pickup_prop(struct prop *prop, struct chrdata *chr)
}
if (itemtype) {
struct weapon *weapondef = weapon_find_by_id(weapon->weaponnum);
struct weapon *weapondef = gset_get_weapondef(weapon->weaponnum);
s32 originalpad = botinv_get_weapon_pad(chr, weapon->weaponnum);
s32 currentpad = obj->pad;
@@ -552,7 +552,7 @@ bool bot_test_prop_for_pickup(struct prop *prop, struct chrdata *chr)
if (obj->type == OBJTYPE_WEAPON) {
weaponobj = prop->weapon;
itemtype = botinv_get_item_type(chr, weaponobj->weaponnum);
weapon = weapon_find_by_id(weaponobj->weaponnum);
weapon = gset_get_weapondef(weaponobj->weaponnum);
singleonly = weapon && (weapon->flags & WEAPONFLAG_DUALWIELD) == 0;
if (weaponobj->weaponnum != WEAPON_BRIEFCASE2) {
@@ -3536,7 +3536,7 @@ void bot_tick_unpaused(struct chrdata *chr)
botact_try_remove_ammo_from_reserve(aibot, aibot->weaponnum, aibot->gunfunc, 1);
botact_throw(chr);
func = weapon_get_function_by_id(aibot->weaponnum, aibot->gunfunc);
func = gset_get_funcdef_by_weaponnum_funcnum(aibot->weaponnum, aibot->gunfunc);
if (func && (func->flags & FUNCFLAG_DISCARDWEAPON)) {
botinv_remove_item(chr, aibot->weaponnum);
@@ -3626,7 +3626,7 @@ void bot_tick_unpaused(struct chrdata *chr)
}
#endif
func = weapon_get_function_by_id(aibot->weaponnum, aibot->gunfunc);
func = gset_get_funcdef_by_weaponnum_funcnum(aibot->weaponnum, aibot->gunfunc);
if (func
&& (func->flags & (FUNCFLAG_BURST3 | FUNCFLAG_BURST2))
+3 -3
View File
@@ -22,7 +22,7 @@
s32 botact_get_ammo_type_by_function(s32 weaponnum, s32 funcnum)
{
if (weaponnum >= WEAPON_FALCON2 && weaponnum <= WEAPON_SUICIDEPILL) {
struct inventory_ammo *ammo = weapon_get_ammo_by_function(weaponnum, funcnum);
struct inventory_ammo *ammo = gset_get_ammodef(weaponnum, funcnum);
if (ammo) {
return ammo->type;
@@ -35,7 +35,7 @@ s32 botact_get_ammo_type_by_function(s32 weaponnum, s32 funcnum)
s32 botact_get_clip_capacity_by_function(s32 weaponnum, u32 funcnum)
{
if (weaponnum >= WEAPON_FALCON2 && weaponnum <= WEAPON_SUICIDEPILL) {
struct inventory_ammo *ammo = weapon_get_ammo_by_function(weaponnum, funcnum);
struct inventory_ammo *ammo = gset_get_ammodef(weaponnum, funcnum);
if (ammo) {
return ammo->clipsize;
@@ -407,7 +407,7 @@ s32 botact_get_shoot_interval60(s32 weaponnum, s32 funcnum)
{
s32 stack[2];
s32 result = 1;
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
if (weapon) {
struct weaponfunc *func = weapon->functions[funcnum];
+2 -2
View File
@@ -1100,7 +1100,7 @@ bool botinv_switch_to_weapon(struct chrdata *chr, s32 weaponnum, s32 funcnum)
}
}
func = weapon_get_function_by_id(weaponnum, funcnum);
func = gset_get_funcdef_by_weaponnum_funcnum(weaponnum, funcnum);
aibot->ismeleeweapon = func && func->type == INVENTORYFUNCTYPE_MELEE;
@@ -1136,7 +1136,7 @@ void botinv_drop(struct chrdata *chr, s32 weaponnum, u8 dropall)
if ((item->type == INVITEMTYPE_WEAP || item->type == INVITEMTYPE_DUAL)
&& (dropall || weaponnum == item->type_weap.weapon1)) {
if (!weapon_has_flag(item->type_weap.weapon1, WEAPONFLAG_UNDROPPABLE)
if (!gset_has_weapon_flag(item->type_weap.weapon1, WEAPONFLAG_UNDROPPABLE)
|| (g_Vars.normmplayerisrunning
&& g_MpSetup.scenario == MPSCENARIO_HACKERCENTRAL
&& item->type_weap.weapon1 == WEAPON_DATAUPLINK)) {
+2 -2
View File
@@ -4606,7 +4606,7 @@ void chr_hit(struct shotdata *shotdata, struct hit *hit)
struct coord sp98;
s16 hitpos_s16[3];
u8 ismelee = false;
struct weaponfunc *func = gset_get_weapon_function(&shotdata->gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(&shotdata->gset);
f32 shield;
if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) {
@@ -4924,7 +4924,7 @@ struct prop *chr_get_held_usable_prop(struct chrdata *chr, s32 hand)
if (prop) {
struct weaponobj *weapon = prop->weapon;
if (!weapon_has_flag(weapon->weaponnum, WEAPONFLAG_AICANUSE)) {
if (!gset_has_weapon_flag(weapon->weaponnum, WEAPONFLAG_AICANUSE)) {
prop = NULL;
}
}
+4 -4
View File
@@ -1472,7 +1472,7 @@ bool weapon_is_one_handed(struct prop *prop)
{
if (prop) {
struct weaponobj *weapon = prop->weapon;
return weapon_has_flag(weapon->weaponnum, WEAPONFLAG_ONEHANDED);
return gset_has_weapon_flag(weapon->weaponnum, WEAPONFLAG_ONEHANDED);
}
return false;
@@ -4347,7 +4347,7 @@ void chr_damage(struct chrdata *chr, f32 damage, struct coord *vector, struct gs
gset = &gset2;
}
func = gset_get_weapon_function(gset);
func = gset_get_funcdef_by_gset(gset);
ismelee = func && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE;
makedizzy = race != RACE_DRCAROLL && gset_has_function_flags(gset, FUNCFLAG_MAKEDIZZY);
@@ -6988,7 +6988,7 @@ bool chr_try_attack_amount(struct chrdata *chr, u32 arg1, u32 arg2, u8 lower, u8
percentage = 0;
}
ammo = weapon_get_ammo_by_function(weapon->weaponnum, 0);
ammo = gset_get_ammodef(weapon->weaponnum, 0);
if (ammo) {
quantity = ammo->clipsize * percentage;
@@ -10094,7 +10094,7 @@ void chr_tick_shoot(struct chrdata *chr, s32 handnum)
struct coord sp15c;
Mtxf projectilemtx;
Mtxf yrotmtx;
struct weapon *weapondef = weapon_find_by_id(gset.weaponnum);
struct weapon *weapondef = gset_get_weapondef(gset.weaponnum);
struct weaponfunc_shootprojectile *func = weapondef->functions[gset.weaponfunc];
// Handle creating the projectile
+1 -1
View File
@@ -9213,7 +9213,7 @@ bool ai_if_player_using_device(void)
u32 prevplayernum = g_Vars.currentplayernum;
set_current_player_num(playernum);
if (current_player_get_device_state(cmd[3]) == DEVICESTATE_ACTIVE) {
if (gset_get_device_state(cmd[3]) == DEVICESTATE_ACTIVE) {
active = true;
}
+65 -65
View File
@@ -16,7 +16,7 @@
#include "data.h"
#include "types.h"
struct weapon *weapon_find_by_id(s32 itemid)
struct weapon *gset_get_weapondef(s32 itemid)
{
if (itemid < 0) {
return NULL;
@@ -29,9 +29,9 @@ struct weapon *weapon_find_by_id(s32 itemid)
return g_Weapons[itemid];
}
struct weaponfunc *weapon_get_function_by_id(u32 weaponnum, u32 which)
struct weaponfunc *gset_get_funcdef_by_weaponnum_funcnum(u32 weaponnum, u32 which)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
if (weapon) {
return weapon->functions[which];
@@ -40,9 +40,9 @@ struct weaponfunc *weapon_get_function_by_id(u32 weaponnum, u32 which)
return NULL;
}
struct weaponfunc *gset_get_weapon_function2(struct gset *gset)
struct weaponfunc *gset_get_funcdef_by_gset2(struct gset *gset)
{
struct weapon *weapon = weapon_find_by_id(gset->weaponnum);
struct weapon *weapon = gset_get_weapondef(gset->weaponnum);
if (weapon) {
return weapon->functions[gset->weaponfunc];
@@ -51,7 +51,7 @@ struct weaponfunc *gset_get_weapon_function2(struct gset *gset)
return NULL;
}
struct weaponfunc *gset_get_weapon_function(struct gset *gset)
struct weaponfunc *gset_get_funcdef_by_gset(struct gset *gset)
{
struct weapon *weapon = g_Weapons[gset->weaponnum];
@@ -62,7 +62,7 @@ struct weaponfunc *gset_get_weapon_function(struct gset *gset)
return NULL;
}
struct weaponfunc *weapon_get_function(struct gset *gset, s32 which)
struct weaponfunc *gset_get_funcdef_by_gset_funcnum(struct gset *gset, s32 which)
{
struct weapon *weapon = g_Weapons[gset->weaponnum];
@@ -73,9 +73,9 @@ struct weaponfunc *weapon_get_function(struct gset *gset, s32 which)
return NULL;
}
struct weaponfunc *current_player_get_weapon_function(u32 hand)
struct weaponfunc *gset_get_current_funcdef(u32 hand)
{
struct weapon *weapon = weapon_find_by_id(g_Vars.currentplayer->hands[hand].gset.weaponnum);
struct weapon *weapon = gset_get_weapondef(g_Vars.currentplayer->hands[hand].gset.weaponnum);
if (weapon) {
return weapon->functions[g_Vars.currentplayer->hands[hand].gset.weaponfunc];
@@ -84,9 +84,9 @@ struct weaponfunc *current_player_get_weapon_function(u32 hand)
return NULL;
}
u32 weapon_get_num_functions(u32 weaponnum)
u32 gset_get_num_functions(u32 weaponnum)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
s32 i;
if (!weapon) {
@@ -104,7 +104,7 @@ u32 weapon_get_num_functions(u32 weaponnum)
struct invaimsettings *gset_get_aim_settings(struct gset *gset)
{
struct weapon *weapon = weapon_find_by_id(gset->weaponnum);
struct weapon *weapon = gset_get_weapondef(gset->weaponnum);
if (weapon) {
return weapon->aimsettings;
@@ -113,10 +113,10 @@ struct invaimsettings *gset_get_aim_settings(struct gset *gset)
return &invaimsettings_default;
}
struct inventory_ammo *weapon_get_ammo_by_function(u32 weaponnum, u32 funcnum)
struct inventory_ammo *gset_get_ammodef(u32 weaponnum, u32 funcnum)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weaponfunc *func = weapon_get_function_by_id(weaponnum, funcnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
struct weaponfunc *func = gset_get_funcdef_by_weaponnum_funcnum(weaponnum, funcnum);
if (func && weapon && func->ammoindex >= 0) {
return weapon->ammos[func->ammoindex];
@@ -125,9 +125,9 @@ struct inventory_ammo *weapon_get_ammo_by_function(u32 weaponnum, u32 funcnum)
return NULL;
}
void current_player_get_weapon_pos(struct coord *pos)
void gset_get_weapon_pos(struct coord *pos)
{
struct weapon *weapon = weapon_find_by_id(bgun_get_weapon_num(HAND_RIGHT));
struct weapon *weapon = gset_get_weapondef(bgun_get_weapon_num(HAND_RIGHT));
if (weapon) {
pos->x = weapon->posx;
@@ -136,9 +136,9 @@ void current_player_get_weapon_pos(struct coord *pos)
}
}
void current_player_set_weapon_pos(struct coord *pos)
void gset_set_weapon_pos(struct coord *pos)
{
struct weapon *weapon = weapon_find_by_id(bgun_get_weapon_num(HAND_RIGHT));
struct weapon *weapon = gset_get_weapondef(bgun_get_weapon_num(HAND_RIGHT));
if (weapon) {
weapon->posx = pos->x;
@@ -147,18 +147,18 @@ void current_player_set_weapon_pos(struct coord *pos)
}
}
f32 hand_get_xshift(s32 handnum)
f32 gset_get_xshift(s32 handnum)
{
return g_Vars.currentplayer->hands[handnum].xshift;
}
f32 hand_get_xpos(s32 hand)
f32 gset_get_xpos(s32 hand)
{
f32 x;
struct weapon *weapon;
if (hand == 0) {
weapon = weapon_find_by_id(bgun_get_weapon_num2(0));
weapon = gset_get_weapondef(bgun_get_weapon_num2(0));
x = weapon->posx;
if (PLAYERCOUNT() == 2 && options_get_screen_split() == SCREENSPLIT_VERTICAL) {
@@ -169,7 +169,7 @@ f32 hand_get_xpos(s32 hand)
}
}
} else {
weapon = weapon_find_by_id(bgun_get_weapon_num2(1));
weapon = gset_get_weapondef(bgun_get_weapon_num2(1));
x = -weapon->posx;
if (PLAYERCOUNT() == 2 && options_get_screen_split() == SCREENSPLIT_VERTICAL) {
@@ -184,7 +184,7 @@ f32 hand_get_xpos(s32 hand)
return x;
}
f32 current_player_get_gun_zoom_fov(void)
f32 gset_get_gun_zoom_fov(void)
{
s32 index = -1;
struct weapon *weapon;
@@ -205,7 +205,7 @@ f32 current_player_get_gun_zoom_fov(void)
return g_Vars.currentplayer->gunzoomfovs[index];
}
weapon = weapon_find_by_id(bgun_get_weapon_num2(0));
weapon = gset_get_weapondef(bgun_get_weapon_num2(0));
if (weapon) {
f32 fov = weapon->aimsettings->zoomfov;
@@ -215,7 +215,7 @@ f32 current_player_get_gun_zoom_fov(void)
return 0;
}
void current_player_zoom_out(f32 fovpersec)
void gset_zoom_out(f32 fovpersec)
{
s32 index = -1;
@@ -246,7 +246,7 @@ void current_player_zoom_out(f32 fovpersec)
}
}
void current_player_zoom_in(f32 fovpersec)
void gset_zoom_in(f32 fovpersec)
{
s32 index = -1;
@@ -277,9 +277,9 @@ void current_player_zoom_in(f32 fovpersec)
}
}
bool weapon_has_flag(s32 itemid, u32 flag)
bool gset_has_weapon_flag(s32 itemid, u32 flag)
{
struct weapon *weapon = weapon_find_by_id(itemid);
struct weapon *weapon = gset_get_weapondef(itemid);
if (!weapon) {
return false;
@@ -288,9 +288,9 @@ bool weapon_has_flag(s32 itemid, u32 flag)
return (weapon->flags & flag) != 0;
}
bool weapon_has_aim_flag(s32 weaponnum, u32 flag)
bool gset_has_aim_flag(s32 weaponnum, u32 flag)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
if (!weapon) {
return false;
@@ -299,9 +299,9 @@ bool weapon_has_aim_flag(s32 weaponnum, u32 flag)
return (weapon->aimsettings->flags & flag) != 0;
}
bool weapon_has_ammo_flag(s32 weaponnum, s32 funcnum, u32 flag)
bool gset_has_ammo_flag(s32 weaponnum, s32 funcnum, u32 flag)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
struct inventory_ammo *ammo;
if (weapon == NULL) {
@@ -317,19 +317,19 @@ bool weapon_has_ammo_flag(s32 weaponnum, s32 funcnum, u32 flag)
return false;
}
void func0f0b18ac(s32 arg0)
void gset_stub1(s32 arg0)
{
// empty
}
void func0f0b18b4(s32 arg0)
void gset_stub2(s32 arg0)
{
// empty
}
s32 current_player_get_device_state(s32 weaponnum)
s32 gset_get_device_state(s32 weaponnum)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
s32 i;
if (!weapon) {
@@ -353,9 +353,9 @@ s32 current_player_get_device_state(s32 weaponnum)
return DEVICESTATE_UNEQUIPPED;
}
void current_player_set_device_active(s32 weaponnum, bool active)
void gset_set_device_active(s32 weaponnum, bool active)
{
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
s32 i;
if (!weapon) {
@@ -373,17 +373,17 @@ void current_player_set_device_active(s32 weaponnum, bool active)
}
g_Vars.currentplayer->devicesactive |= devicefunc->device;
return;
} else {
g_Vars.currentplayer->devicesactive &= ~devicefunc->device;
}
g_Vars.currentplayer->devicesactive &= ~devicefunc->device;
return;
}
}
}
}
u16 weapon_get_file_num(s32 weaponnum)
u16 gset_get_filenum(s32 weaponnum)
{
struct weapon *weapon = NULL;
@@ -402,12 +402,12 @@ u16 weapon_get_file_num(s32 weaponnum)
return 0;
}
u16 weapon_get_file_num2(s32 weaponnum)
u16 gset_get_filenum2(s32 weaponnum)
{
return weapon_get_file_num(weaponnum);
return gset_get_filenum(weaponnum);
}
void gset_populate_from_current_player(s32 handnum, struct gset *gset)
void gset_populate(s32 handnum, struct gset *gset)
{
gset->weaponnum = g_Vars.currentplayer->gunctrl.weaponnum;
gset->weaponfunc = g_Vars.currentplayer->hands[handnum].gset.weaponfunc;
@@ -423,10 +423,10 @@ void gset_populate_from_current_player(s32 handnum, struct gset *gset)
}
}
struct inventory_ammo *gset_get_ammo_definition(struct gset *gset)
struct inventory_ammo *gset_get_current_ammodef(struct gset *gset)
{
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weapon *weapon = weapon_find_by_id(gset->weaponnum);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
struct weapon *weapon = gset_get_weapondef(gset->weaponnum);
if (func && func->ammoindex >= 0) {
return weapon->ammos[func->ammoindex];
@@ -437,7 +437,7 @@ struct inventory_ammo *gset_get_ammo_definition(struct gset *gset)
u8 gset_get_single_penetration(struct gset *gset)
{
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) {
struct weaponfunc_shoot *funcshoot = (struct weaponfunc_shoot *)func;
@@ -447,10 +447,10 @@ u8 gset_get_single_penetration(struct gset *gset)
return 0;
}
s32 hand_get_casing_eject(struct gset *gset)
s32 gset_get_casing_type(struct gset *gset)
{
s32 result = 0;
struct inventory_ammo *ammo = gset_get_ammo_definition(gset);
struct inventory_ammo *ammo = gset_get_current_ammodef(gset);
if (ammo) {
result = ammo->casingeject;
@@ -461,7 +461,7 @@ s32 hand_get_casing_eject(struct gset *gset)
f32 gset_get_impact_force(struct gset *gset)
{
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
f32 result = 0;
if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) {
@@ -474,7 +474,7 @@ f32 gset_get_impact_force(struct gset *gset)
f32 gset_get_damage(struct gset *gset)
{
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
f32 damage = 0;
if (func) {
@@ -512,7 +512,7 @@ f32 gset_get_damage(struct gset *gset)
u8 gset_get_fireslot_duration(struct gset *gset)
{
#if VERSION >= VERSION_PAL_FINAL
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
u8 result = 0;
if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) {
@@ -526,7 +526,7 @@ u8 gset_get_fireslot_duration(struct gset *gset)
return result;
#else
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) {
struct weaponfunc_shoot *funcshoot = (struct weaponfunc_shoot *)func;
@@ -539,7 +539,7 @@ u8 gset_get_fireslot_duration(struct gset *gset)
u16 gset_get_single_shoot_sound(struct gset *gset)
{
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_SHOOT) {
struct weaponfunc_shoot *funcshoot = (struct weaponfunc_shoot *)func;
@@ -551,7 +551,7 @@ u16 gset_get_single_shoot_sound(struct gset *gset)
bool gset_has_function_flags(struct gset *gset, u32 flags)
{
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
if (func) {
return (func->flags & flags) == flags;
@@ -564,7 +564,7 @@ s8 weapon_get_num_ticks_per_shot(u32 weaponnum, u32 funcindex)
{
u32 stack[2];
s32 result = 0;
struct weapon *weapon = weapon_find_by_id(weaponnum);
struct weapon *weapon = gset_get_weapondef(weaponnum);
struct weaponfunc *func = weapon->functions[funcindex];
if (func && func->type == INVENTORYFUNCTYPE_SHOOT_AUTOMATIC) {
@@ -583,9 +583,9 @@ s8 weapon_get_num_ticks_per_shot(u32 weaponnum, u32 funcindex)
return result;
}
u32 current_player_get_sight(void)
u32 gset_get_sight(void)
{
struct weaponfunc *func = weapon_get_function_by_id(
struct weaponfunc *func = gset_get_funcdef_by_weaponnum_funcnum(
g_Vars.currentplayer->hands[HAND_RIGHT].gset.weaponnum,
g_Vars.currentplayer->hands[HAND_RIGHT].gset.weaponfunc);
@@ -657,7 +657,7 @@ u32 current_player_get_sight(void)
void gset_get_noise_settings(struct gset *gset, struct noisesettings *dst)
{
struct noisesettings *settings = NULL;
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
if (func != NULL) {
settings = func->noisesettings;
@@ -674,7 +674,7 @@ void gset_get_noise_settings(struct gset *gset, struct noisesettings *dst)
dst->decremspeed = settings->decremspeed;
}
struct guncmd *hand_get_equip_anim(struct gset *gset)
struct guncmd *gset_get_equip_anim(struct gset *gset)
{
struct weapon *weapon = g_Weapons[gset->weaponnum];
@@ -685,7 +685,7 @@ struct guncmd *hand_get_equip_anim(struct gset *gset)
return NULL;
}
struct guncmd *hand_get_unequip_anim(struct gset *gset)
struct guncmd *gset_get_unequip_anim(struct gset *gset)
{
struct weapon *weapon = g_Weapons[gset->weaponnum];
@@ -696,7 +696,7 @@ struct guncmd *hand_get_unequip_anim(struct gset *gset)
return NULL;
}
struct guncmd *gset_get_pri_to_sec_anim(struct gset *gset)
struct guncmd *gset_get_pritosec_anim(struct gset *gset)
{
struct weapon *weapon = g_Weapons[gset->weaponnum];
@@ -707,7 +707,7 @@ struct guncmd *gset_get_pri_to_sec_anim(struct gset *gset)
return NULL;
}
struct guncmd *gset_get_sec_to_pri_anim(struct gset *gset)
struct guncmd *gset_get_sectopri_anim(struct gset *gset)
{
struct weapon *weapon = g_Weapons[gset->weaponnum];
+2 -2
View File
@@ -670,8 +670,8 @@ void casing_create_for_hand(s32 handnum, f32 ground, Mtxf *mtx)
f32 spc8[3][3];
s32 weaponnum = bgun_get_weapon_num(handnum);
s32 casingtype = -1;
struct weaponfunc *func = gset_get_weapon_function2(&player->hands[handnum].gset);
struct weapon *weapondef = weapon_find_by_id(player->gunctrl.weaponnum);
struct weaponfunc *func = gset_get_funcdef_by_gset2(&player->hands[handnum].gset);
struct weapon *weapondef = gset_get_weapondef(player->gunctrl.weaponnum);
struct weaponfunc_shoot *shootfunc = NULL;
struct modeldef *modeldef;
+2 -2
View File
@@ -96,7 +96,7 @@ s32 hudmsg_is_zoom_range_visible(void)
|| g_Vars.coopplayernum >= 0
|| g_Vars.antiplayernum >= 0)
&& var80075d60 == 2
&& current_player_get_sight() == SIGHT_ZOOM
&& gset_get_sight() == SIGHT_ZOOM
&& g_Vars.currentplayer->cameramode != CAMERAMODE_EYESPY
&& g_Vars.currentplayer->cameramode != CAMERAMODE_THIRDPERSON;
}
@@ -250,7 +250,7 @@ Gfx *hudmsg_render_zoom_range(Gfx *gdl, u32 alpha)
}
// Left side - current zoom level
zoomfov = current_player_get_gun_zoom_fov();
zoomfov = gset_get_gun_zoom_fov();
zoominfovy = g_Vars.currentplayer->zoominfovy;
if (zoomfov == 0.0f || zoomfov == 60.0f) {
+8 -8
View File
@@ -349,7 +349,7 @@ bool inv_has_double_weapon_inc_all_guns(s32 weapon1, s32 weapon2)
if (g_Vars.currentplayer->equipallguns &&
weapon1 <= WEAPON_PSYCHOSISGUN &&
weapon1 == weapon2 &&
weapon_has_flag(weapon1, WEAPONFLAG_DUALWIELD) &&
gset_has_weapon_flag(weapon1, WEAPONFLAG_DUALWIELD) &&
inv_can_have_all_guns_weapon(weapon1)) {
return true;
}
@@ -388,7 +388,7 @@ bool inv_give_single_weapon(s32 weaponnum)
bool inv_give_double_weapon(s32 weapon1, s32 weapon2)
{
if (inv_has_double_weapon_exc_all_guns(weapon1, weapon2) == 0) {
if (weapon_has_flag(weapon1, WEAPONFLAG_DUALWIELD)) {
if (gset_has_weapon_flag(weapon1, WEAPONFLAG_DUALWIELD)) {
struct invitem *item = inv_find_unused_slot();
if (item) {
@@ -520,7 +520,7 @@ s32 inv_give_weapons_by_prop(struct prop *prop)
}
if (g_Vars.normmplayerisrunning
&& weapon_has_flag(weaponnum, WEAPONFLAG_DUALWIELD)
&& gset_has_weapon_flag(weaponnum, WEAPONFLAG_DUALWIELD)
&& !inv_has_double_weapon_exc_all_guns(weaponnum, weaponnum)) {
struct invitem *invitem = inv_find_single_weapon(weaponnum);
@@ -580,7 +580,7 @@ void inv_choose_cycle_forward_weapon(s32 *ptr1, s32 *ptr2, bool arg2)
if (g_Vars.currentplayer->equipallguns) {
s32 candidate = *ptr1;
if (weapon_has_flag(*ptr1, WEAPONFLAG_DUALWIELD) && *ptr2 != *ptr1) {
if (gset_has_weapon_flag(*ptr1, WEAPONFLAG_DUALWIELD) && *ptr2 != *ptr1) {
// Switching to dual from single
weapon1 = *ptr1;
weapon2 = *ptr1;
@@ -648,7 +648,7 @@ void inv_choose_cycle_back_weapon(s32 *ptr1, s32 *ptr2, bool arg2)
if (g_Vars.currentplayer->equipallguns) {
s32 candidate = *ptr1;
if (weapon_has_flag(weapon1, WEAPONFLAG_DUALWIELD) && weapon1 == weapon2) {
if (gset_has_weapon_flag(weapon1, WEAPONFLAG_DUALWIELD) && weapon1 == weapon2) {
// Switching from dual to single
weapon1 = candidate;
weapon2 = WEAPON_NONE;
@@ -662,7 +662,7 @@ void inv_choose_cycle_back_weapon(s32 *ptr1, s32 *ptr2, bool arg2)
}
} while ((arg2 && !bgun0f0a1a10(candidate)) || !inv_can_have_all_guns_weapon(candidate));
if (weapon_has_flag(candidate, WEAPONFLAG_DUALWIELD)) {
if (gset_has_weapon_flag(candidate, WEAPONFLAG_DUALWIELD)) {
weapon1 = candidate;
weapon2 = candidate;
} else {
@@ -1106,14 +1106,14 @@ void inv_increment_held_time(s32 weapon1, s32 weapon2)
s32 leastusedindex;
s32 i;
if (!weapon_has_flag(weapon1, WEAPONFLAG_TRACKTIMEUSED)) {
if (!gset_has_weapon_flag(weapon1, WEAPONFLAG_TRACKTIMEUSED)) {
return;
}
leastusedtime = 0x7fffffff;
leastusedindex = 0;
if (!weapon_has_flag(weapon2, WEAPONFLAG_TRACKTIMEUSED)) {
if (!gset_has_weapon_flag(weapon2, WEAPONFLAG_TRACKTIMEUSED)) {
weapon2 = 0;
}
+2 -2
View File
@@ -1202,7 +1202,7 @@ Gfx *lv_render(Gfx *gdl)
if (PLAYERCOUNT() == 1
|| g_Vars.coopplayernum >= 0
|| g_Vars.antiplayernum >= 0
|| (weapon_has_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_AIMTRACK) && bmove_is_in_sight_aim_mode())) {
|| (gset_has_weapon_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_AIMTRACK) && bmove_is_in_sight_aim_mode())) {
g_Vars.currentplayer->lookingatprop.prop = prop_find_aiming_at(HAND_RIGHT, false, FINDPROPCONTEXT_QUERY);
if (g_Vars.currentplayer->lookingatprop.prop) {
@@ -1236,7 +1236,7 @@ Gfx *lv_render(Gfx *gdl)
if (gset_has_function_flags(&g_Vars.currentplayer->hands[0].gset, FUNCFLAG_THREATDETECTOR)) {
lv_find_threats();
} else if (weapon_has_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_AIMTRACK)) {
} else if (gset_has_weapon_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_AIMTRACK)) {
s32 j;
if (fr_is_in_training()
+15 -15
View File
@@ -3654,8 +3654,8 @@ u8 var80072d88 = 255;
char *inv_menu_text_primary_function(struct menuitem *item)
{
struct weaponfunc *primaryfunc = weapon_get_function_by_id(g_InventoryWeapon, 0);
struct weaponfunc *secondaryfunc = weapon_get_function_by_id(g_InventoryWeapon, 1);
struct weaponfunc *primaryfunc = gset_get_funcdef_by_weaponnum_funcnum(g_InventoryWeapon, 0);
struct weaponfunc *secondaryfunc = gset_get_funcdef_by_weaponnum_funcnum(g_InventoryWeapon, 1);
if (primaryfunc && secondaryfunc) {
return lang_get(primaryfunc->name);
@@ -3666,8 +3666,8 @@ char *inv_menu_text_primary_function(struct menuitem *item)
char *inv_menu_text_secondary_function(struct menuitem *item)
{
struct weaponfunc *primaryfunc = weapon_get_function_by_id(g_InventoryWeapon, 0);
struct weaponfunc *secondaryfunc = weapon_get_function_by_id(g_InventoryWeapon, 1);
struct weaponfunc *primaryfunc = gset_get_funcdef_by_weaponnum_funcnum(g_InventoryWeapon, 0);
struct weaponfunc *secondaryfunc = gset_get_funcdef_by_weaponnum_funcnum(g_InventoryWeapon, 1);
if (secondaryfunc) {
return lang_get(secondaryfunc->name);
@@ -3778,12 +3778,12 @@ void func0f105948(s32 weaponnum)
useindex = 0;
}
if (weapon_has_flag(weaponnum, WEAPONFLAG_HIDEMENUMODEL) == false && (u32)wantindex >= 0 && useindex >= 0) {
weapon = weapon_find_by_id(weaponnum);
if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_HIDEMENUMODEL) == false && (u32)wantindex >= 0 && useindex >= 0) {
weapon = gset_get_weapondef(weaponnum);
g_Menus[g_MpPlayerNum].menumodel.loaddelay = 8;
g_Menus[g_MpPlayerNum].menumodel.curparams = 0;
g_Menus[g_MpPlayerNum].menumodel.newparams = MENUMODELPARAMS_SET_FILENUM(weapon_get_file_num(weaponnum));
g_Menus[g_MpPlayerNum].menumodel.newparams = MENUMODELPARAMS_SET_FILENUM(gset_get_filenum(weaponnum));
g_Menus[g_MpPlayerNum].menumodel.curposx = g_Menus[g_MpPlayerNum].menumodel.newposx = 0;
g_Menus[g_MpPlayerNum].menumodel.curposy = g_Menus[g_MpPlayerNum].menumodel.newposy = 0;
@@ -3862,7 +3862,7 @@ MenuDialogHandlerResult inventory_menu_dialog(s32 operation, struct menudialogde
*/
char *inv_menu_text_weapon_name(struct menuitem *item)
{
struct weapon *weapon = weapon_find_by_id(g_InventoryWeapon);
struct weapon *weapon = gset_get_weapondef(g_InventoryWeapon);
if (weapon) {
if (weapon->manufacturer == L_GUN_000) { // "\n"
@@ -3880,7 +3880,7 @@ char *inv_menu_text_weapon_name(struct menuitem *item)
*/
char *inv_menu_text_weapon_manufacturer(struct menuitem *item)
{
struct weapon *weapon = weapon_find_by_id(g_InventoryWeapon);
struct weapon *weapon = gset_get_weapondef(g_InventoryWeapon);
u32 textid = L_GUN_000; // "\n"
if (weapon) {
@@ -3891,7 +3891,7 @@ char *inv_menu_text_weapon_manufacturer(struct menuitem *item)
return lang_get(textid);
}
weapon = weapon_find_by_id(g_InventoryWeapon);
weapon = gset_get_weapondef(g_InventoryWeapon);
if (weapon) {
return lang_get(weapon->name);
@@ -3902,7 +3902,7 @@ char *inv_menu_text_weapon_manufacturer(struct menuitem *item)
char *inv_menu_text_weapon_description(struct menuitem *item)
{
struct weapon *weapon = weapon_find_by_id(g_InventoryWeapon);
struct weapon *weapon = gset_get_weapondef(g_InventoryWeapon);
if (weapon) {
if (g_InventoryWeapon == WEAPON_EYESPY && g_Vars.currentplayer->eyespy) {
@@ -4175,16 +4175,16 @@ MenuItemHandlerResult menuhandler_inventory_list(s32 operation, struct menuitem
bool equippable = true;
if (weaponnum != WEAPON_NONE) {
s32 state = current_player_get_device_state(weaponnum);
s32 state = gset_get_device_state(weaponnum);
if (state != DEVICESTATE_UNEQUIPPED) {
equippable = false;
if (data->list.unk04 == 0) {
if (state == DEVICESTATE_INACTIVE) {
current_player_set_device_active(weaponnum, true);
gset_set_device_active(weaponnum, true);
} else {
current_player_set_device_active(weaponnum, false);
gset_set_device_active(weaponnum, false);
}
}
}
@@ -4213,7 +4213,7 @@ MenuItemHandlerResult menuhandler_inventory_list(s32 operation, struct menuitem
s32 weaponnum = inv_get_weapon_num_by_index(data->list.value);
if (weaponnum != WEAPON_NONE) {
s32 state = current_player_get_device_state(weaponnum);
s32 state = gset_get_device_state(weaponnum);
if (state != DEVICESTATE_UNEQUIPPED) {
data->list.unk04 = state;
+2 -2
View File
@@ -354,7 +354,7 @@ struct menudialogdef g_MpPauseControlMenuDialog = {
#if VERSION >= VERSION_JPN_FINAL
char *mp_menu_text_weapon_description(struct menuitem *item)
{
struct weapon *weapondef = weapon_find_by_id(g_Menus[g_MpPlayerNum].training.weaponnum);
struct weapon *weapondef = gset_get_weapondef(g_Menus[g_MpPlayerNum].training.weaponnum);
if (weapondef != NULL) {
if (g_Menus[g_MpPlayerNum].training.weaponnum == WEAPON_EYESPY) {
@@ -425,7 +425,7 @@ char *mp_menu_text_weapon_description(struct menuitem *item)
#else
char *mp_menu_text_weapon_description(struct menuitem *item)
{
struct weapon *weapon = weapon_find_by_id(g_Menus[g_MpPlayerNum].mppause.weaponnum);
struct weapon *weapon = gset_get_weapondef(g_Menus[g_MpPlayerNum].mppause.weaponnum);
if (weapon) {
return lang_get(weapon->description);
+3 -3
View File
@@ -21,7 +21,7 @@ u32 var80070590 = 0x00000000;
void mpstats_increment_player_shot_count(struct gset *gset, s32 region)
{
if (!weapon_has_flag(gset->weaponnum, WEAPONFLAG_DONTCOUNTSHOTS)) {
if (!gset_has_weapon_flag(gset->weaponnum, WEAPONFLAG_DONTCOUNTSHOTS)) {
g_Vars.currentplayerstats->shotcount[region]++;
}
}
@@ -29,13 +29,13 @@ void mpstats_increment_player_shot_count(struct gset *gset, s32 region)
void mpstats_increment_player_shot_count2(struct gset *gset, s32 region)
{
if (region == 0) {
if (!weapon_has_flag(gset->weaponnum, WEAPONFLAG_DONTCOUNTSHOTS)) {
if (!gset_has_weapon_flag(gset->weaponnum, WEAPONFLAG_DONTCOUNTSHOTS)) {
var80070590 = 1;
g_Vars.currentplayerstats->shotcount[region]++;
}
} else {
if (var80070590) {
if (!weapon_has_flag(gset->weaponnum, WEAPONFLAG_DONTCOUNTSHOTS)) {
if (!gset_has_weapon_flag(gset->weaponnum, WEAPONFLAG_DONTCOUNTSHOTS)) {
g_Vars.currentplayerstats->shotcount[region]++;
}
+6 -6
View File
@@ -5528,9 +5528,9 @@ void player_choose_third_person_animation(struct chrdata *chr, s32 crouchpos, f3
wieldmode = WIELDMODE_DUALGUNS;
} else if (!leftprop && !rightprop) {
wieldmode = WIELDMODE_UNARMED;
} else if (leftgun && weapon_has_flag(leftgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
} else if (leftgun && gset_has_weapon_flag(leftgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
wieldmode = WIELDMODE_PISTOL;
} else if (rightgun && weapon_has_flag(rightgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
} else if (rightgun && gset_has_weapon_flag(rightgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
wieldmode = WIELDMODE_PISTOL;
} else {
wieldmode = WIELDMODE_HEAVY;
@@ -5554,13 +5554,13 @@ void player_choose_third_person_animation(struct chrdata *chr, s32 crouchpos, f3
wieldmode = WIELDMODE_DUALGUNS;
} else if (!leftprop && !rightprop) {
wieldmode = WIELDMODE_UNARMED;
} else if (leftgun && !weapon_has_flag(leftgun->weaponnum, WEAPONFLAG_AICANUSE)) {
} else if (leftgun && !gset_has_weapon_flag(leftgun->weaponnum, WEAPONFLAG_AICANUSE)) {
wieldmode = WIELDMODE_UNARMED;
} else if (rightgun && !weapon_has_flag(rightgun->weaponnum, WEAPONFLAG_AICANUSE)) {
} else if (rightgun && !gset_has_weapon_flag(rightgun->weaponnum, WEAPONFLAG_AICANUSE)) {
wieldmode = WIELDMODE_UNARMED;
} else if (leftgun && weapon_has_flag(leftgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
} else if (leftgun && gset_has_weapon_flag(leftgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
wieldmode = WIELDMODE_PISTOL;
} else if (rightgun && weapon_has_flag(rightgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
} else if (rightgun && gset_has_weapon_flag(rightgun->weaponnum, WEAPONFLAG_ONEHANDED)) {
wieldmode = WIELDMODE_PISTOL;
} else {
wieldmode = WIELDMODE_HEAVY;
+7 -7
View File
@@ -631,8 +631,8 @@ struct prop *shot_calculate_hits(s32 handnum, bool isshooting, struct coord *gun
shotdata.gundir2d.y = gundir2d->y;
shotdata.gundir2d.z = gundir2d->z;
gset_populate_from_current_player(handnum, &shotdata.gset);
func = gset_get_weapon_function(&shotdata.gset);
gset_populate(handnum, &shotdata.gset);
func = gset_get_funcdef_by_gset(&shotdata.gset);
if (func) {
if (isshooting && (func->flags & FUNCFLAG_EXPLOSIVESHELLS)) {
@@ -1192,7 +1192,7 @@ void hand_inflict_melee_damage(s32 handnum, struct gset *gset, bool arg2)
f32 spfc[2];
f32 spf4[2];
struct model *model;
struct weaponfunc *func = gset_get_weapon_function(gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(gset);
if ((func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) {
struct weaponfunc_melee *meleefunc = (struct weaponfunc_melee *)func;
@@ -1307,7 +1307,7 @@ void hand_tick_attack(s32 handnum)
g_Vars.currentplayer->hands[handnum].activatesecondary = false;
gset_populate_from_current_player(handnum, &gset);
gset_populate(handnum, &gset);
fr_increment_num_shots();
switch (type) {
@@ -2393,7 +2393,7 @@ f32 prop_calculate_autoaim_score(struct prop *prop, struct coord *screenpos, f32
f32 left;
f32 right;
f32 result = -2;
struct weaponfunc *func = current_player_get_weapon_function(HAND_RIGHT);
struct weaponfunc *func = gset_get_current_funcdef(HAND_RIGHT);
bool usefullscreen = forcefullscreen;
bool sp4c;
f32 sp48;
@@ -2575,9 +2575,9 @@ void autoaim_tick(void)
struct prop *bestprop = NULL;
f32 aimpos[2] = {0, 0};
bool ismelee = false;
bool cangangsta = weapon_has_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_GANGSTA);
bool cangangsta = gset_has_weapon_flag(bgun_get_weapon_num(HAND_RIGHT), WEAPONFLAG_GANGSTA);
bool iscmpsec = false;
struct weaponfunc *func = current_player_get_weapon_function(HAND_RIGHT);
struct weaponfunc *func = gset_get_current_funcdef(HAND_RIGHT);
s32 i;
if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_MELEE) {
+11 -11
View File
@@ -15685,7 +15685,7 @@ void obj_hit(struct shotdata *shotdata, struct hit *hit)
s32 i;
bool explosiveshells = false;
bool slowsbullet = hit->slowsbullet;
struct weaponfunc *func = gset_get_weapon_function(&shotdata->gset);
struct weaponfunc *func = gset_get_funcdef_by_gset(&shotdata->gset);
struct coord spec;
f32 tmp;
struct prop *spe4;
@@ -17079,11 +17079,11 @@ void weapon_get_pickup_text(char *buffer, s32 weaponnum, bool dual)
if (weaponnum == WEAPON_EYESPY && g_Vars.currentplayer->eyespy) {
textid = L_PROPOBJ_050; // "your"
} else if (weapon_has_flag(weaponnum, WEAPONFLAG_DETERMINER_F_SOME)) {
} else if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_DETERMINER_F_SOME)) {
textid = L_PROPOBJ_002; // "some"
} else if (weapon_has_flag(weaponnum, WEAPONFLAG_DETERMINER_F_AN)) {
} else if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_DETERMINER_F_AN)) {
textid = L_PROPOBJ_006; // "an"
} else if (weapon_has_flag(weaponnum, WEAPONFLAG_DETERMINER_F_THE)) {
} else if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_DETERMINER_F_THE)) {
textid = L_PROPOBJ_008; // "the"
} else {
textid = L_PROPOBJ_004; // "a"
@@ -17093,11 +17093,11 @@ void weapon_get_pickup_text(char *buffer, s32 weaponnum, bool dual)
} else {
if (weaponnum == WEAPON_EYESPY && g_Vars.currentplayer->eyespy) {
textid = L_PROPOBJ_051; // "Your"
} else if (weapon_has_flag(weaponnum, WEAPONFLAG_DETERMINER_S_SOME)) {
} else if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_DETERMINER_S_SOME)) {
textid = L_PROPOBJ_003; // "Some"
} else if (weapon_has_flag(weaponnum, WEAPONFLAG_DETERMINER_S_AN)) {
} else if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_DETERMINER_S_AN)) {
textid = L_PROPOBJ_007; // "An"
} else if (weapon_has_flag(weaponnum, WEAPONFLAG_DETERMINER_S_THE)) {
} else if (gset_has_weapon_flag(weaponnum, WEAPONFLAG_DETERMINER_S_THE)) {
textid = L_PROPOBJ_009; // "The"
} else {
textid = L_PROPOBJ_005; // "A"
@@ -17110,10 +17110,10 @@ void weapon_get_pickup_text(char *buffer, s32 weaponnum, bool dual)
if (full) {
strcat(buffer, bgun_get_name(weaponnum));
plural = weapon_has_flag(weaponnum, WEAPONFLAG_DETERMINER_F_SOME);
plural = gset_has_weapon_flag(weaponnum, WEAPONFLAG_DETERMINER_F_SOME);
} else {
strcat(buffer, bgun_get_short_name(weaponnum));
plural = weapon_has_flag(weaponnum, WEAPONFLAG_DETERMINER_S_SOME);
plural = gset_has_weapon_flag(weaponnum, WEAPONFLAG_DETERMINER_S_SOME);
}
// Note that weapon names have a line break on the end which is undesirable
@@ -17535,7 +17535,7 @@ s32 obj_test_for_pickup(struct prop *prop)
}
} else {
if (g_Vars.normmplayerisrunning
&& weapon_has_flag(weapon->weaponnum, WEAPONFLAG_DUALWIELD)
&& gset_has_weapon_flag(weapon->weaponnum, WEAPONFLAG_DUALWIELD)
&& !inv_has_double_weapon_exc_all_guns(weapon->weaponnum, weapon->weaponnum)) {
struct invitem *item = inv_find_single_weapon(weapon->weaponnum);
@@ -21060,7 +21060,7 @@ void current_player_drop_all_items(void)
for (i = WEAPON_UNARMED; i <= WEAPON_SUICIDEPILL; i++) {
if (playermgr_get_model_of_weapon(i) >= 0 && inv_has_single_weapon_exc_all_guns(i)) {
if (!weapon_has_flag(i, WEAPONFLAG_UNDROPPABLE)
if (!gset_has_weapon_flag(i, WEAPONFLAG_UNDROPPABLE)
|| (g_Vars.normmplayerisrunning
&& g_MpSetup.scenario == MPSCENARIO_HACKERCENTRAL
&& i == WEAPON_DATAUPLINK)) {
+2 -2
View File
@@ -161,7 +161,7 @@ void sight_tick(bool sighton)
s32 i;
s32 index;
struct invaimsettings *gunsettings = gset_get_aim_settings(&g_Vars.currentplayer->hands[0].gset);
struct weaponfunc *func = weapon_get_function_by_id(g_Vars.currentplayer->hands[0].gset.weaponnum,
struct weaponfunc *func = gset_get_funcdef_by_weaponnum_funcnum(g_Vars.currentplayer->hands[0].gset.weaponnum,
g_Vars.currentplayer->hands[0].gset.weaponfunc);
g_Vars.currentplayer->sighttimer240 += g_Vars.lvupdate240;
@@ -1186,7 +1186,7 @@ Gfx *sight_draw_zoom(Gfx *gdl, bool sighton)
showzoomrange = options_get_show_zoom_range(g_Vars.currentplayerstats->mpindex)
&& options_get_sight_on_screen(g_Vars.currentplayerstats->mpindex);
maxfovy = current_player_get_gun_zoom_fov();
maxfovy = gset_get_gun_zoom_fov();
zoominfovy = g_Vars.currentplayer->zoominfovy;
if (maxfovy == 0.0f || maxfovy == 60.0f) {
+1 -1
View File
@@ -1798,7 +1798,7 @@ void fr_tick(void)
weaponnum = fr_get_weapon_by_slot(g_FrData.slot);
ammotype = bgun_get_ammo_type_for_weapon(weaponnum, 0);
capacity = bgun_get_capacity_by_ammotype(ammotype);
ammo = weapon_get_ammo_by_function(weaponnum, 0);
ammo = gset_get_ammodef(weaponnum, 0);
capacity -= (ammo ? ammo->clipsize : 0);
if (g_FrData.ammoextra > 0) {
+2 -2
View File
@@ -313,7 +313,7 @@ MenuItemHandlerResult fr_difficulty_menu_handler(s32 operation, struct menuitem
char *fr_primary_function_menu_text(struct menuitem *item)
{
struct weaponfunc *func = weapon_get_function_by_id(fr_get_weapon_by_slot(fr_get_slot()), FUNC_PRIMARY);
struct weaponfunc *func = gset_get_funcdef_by_weaponnum_funcnum(fr_get_weapon_by_slot(fr_get_slot()), FUNC_PRIMARY);
if (func) {
return lang_get(func->name);
@@ -324,7 +324,7 @@ char *fr_primary_function_menu_text(struct menuitem *item)
char *fr_secondary_function_menu_text(struct menuitem *item)
{
struct weaponfunc *func = weapon_get_function_by_id(fr_get_weapon_by_slot(fr_get_slot()), FUNC_SECONDARY);
struct weaponfunc *func = gset_get_funcdef_by_weaponnum_funcnum(fr_get_weapon_by_slot(fr_get_slot()), FUNC_SECONDARY);
if (func) {
return lang_get(func->name);
+1 -1
View File
@@ -434,7 +434,7 @@ void wallhits_tick(void)
static s32 var8007f834 = 0;
sp12c = (g_Vars.lvupdate240 + 2.0f) * 0.25f;
fov = current_player_get_gun_zoom_fov();
fov = gset_get_gun_zoom_fov();
main_override_variable("wallhit", &var8007f750);
+23 -23
View File
@@ -4,27 +4,27 @@
#include "data.h"
#include "types.h"
struct weapon *weapon_find_by_id(s32 itemid);
struct weaponfunc *weapon_get_function_by_id(u32 weaponnum, u32 which);
struct weaponfunc *gset_get_weapon_function2(struct gset *gset);
struct weaponfunc *gset_get_weapon_function(struct gset *gset);
struct weaponfunc *weapon_get_function(struct gset *gset, s32 which);
struct weaponfunc *current_player_get_weapon_function(u32 hand);
struct weapon *gset_get_weapondef(s32 itemid);
struct weaponfunc *gset_get_funcdef_by_weaponnum_funcnum(u32 weaponnum, u32 which);
struct weaponfunc *gset_get_funcdef_by_gset2(struct gset *gset);
struct weaponfunc *gset_get_funcdef_by_gset(struct gset *gset);
struct weaponfunc *gset_get_funcdef_by_gset_funcnum(struct gset *gset, s32 which);
struct weaponfunc *gset_get_current_funcdef(u32 hand);
struct invaimsettings *gset_get_aim_settings(struct gset *gset);
struct inventory_ammo *weapon_get_ammo_by_function(u32 weaponnum, u32 funcnum);
f32 hand_get_xshift(s32 handnum);
f32 hand_get_xpos(s32 handnum);
f32 current_player_get_gun_zoom_fov(void);
void current_player_zoom_out(f32 fovpersec);
void current_player_zoom_in(f32 fovpersec);
bool weapon_has_flag(s32 itemid, u32 flag);
bool weapon_has_aim_flag(s32 weaponnum, u32 flag);
bool weapon_has_ammo_flag(s32 weaponnum, s32 funcnum, u32 flag);
s32 current_player_get_device_state(s32 weaponnum);
void current_player_set_device_active(s32 weaponum, bool active);
u16 weapon_get_file_num(s32 weaponnum);
u16 weapon_get_file_num2(s32 weaponnum);
void gset_populate_from_current_player(s32 handnum, struct gset *gset);
struct inventory_ammo *gset_get_ammodef(u32 weaponnum, u32 funcnum);
f32 gset_get_xshift(s32 handnum);
f32 gset_get_xpos(s32 handnum);
f32 gset_get_gun_zoom_fov(void);
void gset_zoom_out(f32 fovpersec);
void gset_zoom_in(f32 fovpersec);
bool gset_has_weapon_flag(s32 itemid, u32 flag);
bool gset_has_aim_flag(s32 weaponnum, u32 flag);
bool gset_has_ammo_flag(s32 weaponnum, s32 funcnum, u32 flag);
s32 gset_get_device_state(s32 weaponnum);
void gset_set_device_active(s32 weaponum, bool active);
u16 gset_get_filenum(s32 weaponnum);
u16 gset_get_filenum2(s32 weaponnum);
void gset_populate(s32 handnum, struct gset *gset);
u8 gset_get_single_penetration(struct gset *gset);
f32 gset_get_impact_force(struct gset *gset);
f32 gset_get_damage(struct gset *gset);
@@ -32,9 +32,9 @@ u8 gset_get_fireslot_duration(struct gset *gset);
u16 gset_get_single_shoot_sound(struct gset *gset);
bool gset_has_function_flags(struct gset *gset, u32 flags);
s8 weapon_get_num_ticks_per_shot(u32 weaponnum, u32 funcindex);
u32 current_player_get_sight(void);
u32 gset_get_sight(void);
void gset_get_noise_settings(struct gset *gset, struct noisesettings *settings);
struct guncmd *gset_get_pri_to_sec_anim(struct gset *gset);
struct guncmd *gset_get_sec_to_pri_anim(struct gset *gset);
struct guncmd *gset_get_pritosec_anim(struct gset *gset);
struct guncmd *gset_get_sectopri_anim(struct gset *gset);
#endif