Clean-up ArmsItem

Undoes edits unrelated to the PR, and adds an include
This commit is contained in:
Clownacy 2020-06-30 12:58:59 +01:00
parent 771b944d17
commit 3d7ee30314

View file

@ -1,6 +1,7 @@
#include "ArmsItem.h" #include "ArmsItem.h"
#include <string.h> #include <string.h>
#include <string>
#include "WindowsWrapper.h" #include "WindowsWrapper.h"
@ -414,10 +415,12 @@ void PutCampObject(void)
int CampLoop(void) int CampLoop(void)
{ {
std::string old_script_path;
RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; RECT rcView = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT};
// Save the current script path (to restore it when we get out of the inventory) // Save the current script path (to restore it when we get out of the inventory)
auto old_script_path = GetTextScriptPath(); old_script_path = GetTextScriptPath();
// Load the inventory script // Load the inventory script
LoadTextScript2("ArmsItem.tsc"); LoadTextScript2("ArmsItem.tsc");
@ -448,10 +451,10 @@ int CampLoop(void)
switch (Call_Escape()) switch (Call_Escape())
{ {
case enum_ESCRETURN_exit: case enum_ESCRETURN_exit:
return enum_ESCRETURN_exit; return enum_ESCRETURN_exit; // Quit game
case enum_ESCRETURN_restart: case enum_ESCRETURN_restart:
return enum_ESCRETURN_restart; return enum_ESCRETURN_restart; // Go to game intro
} }
} }
@ -461,10 +464,10 @@ int CampLoop(void)
switch (TextScriptProc()) switch (TextScriptProc())
{ {
case enum_ESCRETURN_exit: case enum_ESCRETURN_exit:
return enum_ESCRETURN_exit; return enum_ESCRETURN_exit; // Quit game
case enum_ESCRETURN_restart: case enum_ESCRETURN_restart:
return enum_ESCRETURN_restart; return enum_ESCRETURN_restart; // Go to game intro
} }
// Get currently displayed image // Get currently displayed image
@ -492,13 +495,13 @@ int CampLoop(void)
} }
if (!Flip_SystemTask()) if (!Flip_SystemTask())
return enum_ESCRETURN_exit; return enum_ESCRETURN_exit; // Quit game
} }
// Resume original script // Resume original script
LoadTextScript_Stage(old_script_path.c_str()); LoadTextScript_Stage(old_script_path.c_str());
gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed
return enum_ESCRETURN_continue; return enum_ESCRETURN_continue; // Go to game
} }
BOOL CheckItem(long a) BOOL CheckItem(long a)