diff --git a/src/ArmsItem.cpp b/src/ArmsItem.cpp index 05339d72..0723db39 100644 --- a/src/ArmsItem.cpp +++ b/src/ArmsItem.cpp @@ -14,7 +14,7 @@ #include "Sound.h" #include "TextScr.h" -int gArmsEnergyX = 0x10; +int gArmsEnergyX = 16; int gSelectedArms; int gSelectedItem; @@ -31,7 +31,7 @@ void ClearArmsData() #ifdef FIX_BUGS gSelectedArms = 0; // Should probably be done in order to avoid potential problems with the selected weapon being invalid (like is done in SubArmsData) #endif - gArmsEnergyX = 0x20; + gArmsEnergyX = 32; memset(gArmsData, 0, sizeof(gArmsData)); } @@ -494,7 +494,7 @@ int CampLoop() // Resume original script LoadTextScript_Stage(old_script_path); - gArmsEnergyX = 0x20; // ? + gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed return 1; // Go to game } @@ -579,7 +579,7 @@ int RotationArms() if (gSelectedArms == arms_num) gSelectedArms = 0; - gArmsEnergyX = 0x20; + gArmsEnergyX = 32; PlaySoundObject(SND_SWITCH_WEAPON, 1); return gArmsData[gSelectedArms].code; @@ -618,6 +618,6 @@ int RotationArmsRev() void ChangeToFirstArms() { gSelectedArms = 0; - gArmsEnergyX = 0x20; + gArmsEnergyX = 32; PlaySoundObject(SND_SWITCH_WEAPON, 1); } diff --git a/src/ArmsItem.h b/src/ArmsItem.h index ec74a0ed..0bfbe041 100644 --- a/src/ArmsItem.h +++ b/src/ArmsItem.h @@ -34,13 +34,20 @@ struct ITEM #define ITEM_MAX 0x20 -/// X coordinate for the weapons energy +/// X coordinate for the weapons HUD section. Set it to 32 for the forward weapon rotation "animation", 0 for the reverse weapon rotation "animation" and 16 to immobilise it extern int gArmsEnergyX; + +/// Currently selected weapon extern int gSelectedArms; + +// Currently selected item extern int gSelectedItem; +/// Contains data for all the weapons the character currently has extern ARMS gArmsData[ARMS_MAX]; + +/// Contains data for all the items the character currently has extern ITEM gItemData[ITEM_MAX];