Change gArmsEnergyX stuff from hexadecimal to decimal. Also commented some more stuff.
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
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2 changed files with 13 additions and 6 deletions
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@ -14,7 +14,7 @@
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#include "Sound.h"
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#include "Sound.h"
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#include "TextScr.h"
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#include "TextScr.h"
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int gArmsEnergyX = 0x10;
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int gArmsEnergyX = 16;
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int gSelectedArms;
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int gSelectedArms;
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int gSelectedItem;
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int gSelectedItem;
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@ -31,7 +31,7 @@ void ClearArmsData()
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#ifdef FIX_BUGS
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#ifdef FIX_BUGS
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gSelectedArms = 0; // Should probably be done in order to avoid potential problems with the selected weapon being invalid (like is done in SubArmsData)
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gSelectedArms = 0; // Should probably be done in order to avoid potential problems with the selected weapon being invalid (like is done in SubArmsData)
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#endif
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#endif
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gArmsEnergyX = 0x20;
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gArmsEnergyX = 32;
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memset(gArmsData, 0, sizeof(gArmsData));
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memset(gArmsData, 0, sizeof(gArmsData));
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}
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}
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@ -494,7 +494,7 @@ int CampLoop()
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// Resume original script
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// Resume original script
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LoadTextScript_Stage(old_script_path);
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LoadTextScript_Stage(old_script_path);
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gArmsEnergyX = 0x20; // ?
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gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed
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return 1; // Go to game
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return 1; // Go to game
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}
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}
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@ -579,7 +579,7 @@ int RotationArms()
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if (gSelectedArms == arms_num)
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if (gSelectedArms == arms_num)
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gSelectedArms = 0;
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gSelectedArms = 0;
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gArmsEnergyX = 0x20;
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gArmsEnergyX = 32;
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PlaySoundObject(SND_SWITCH_WEAPON, 1);
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PlaySoundObject(SND_SWITCH_WEAPON, 1);
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return gArmsData[gSelectedArms].code;
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return gArmsData[gSelectedArms].code;
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@ -618,6 +618,6 @@ int RotationArmsRev()
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void ChangeToFirstArms()
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void ChangeToFirstArms()
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{
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{
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gSelectedArms = 0;
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gSelectedArms = 0;
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gArmsEnergyX = 0x20;
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gArmsEnergyX = 32;
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PlaySoundObject(SND_SWITCH_WEAPON, 1);
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PlaySoundObject(SND_SWITCH_WEAPON, 1);
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}
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}
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@ -34,13 +34,20 @@ struct ITEM
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#define ITEM_MAX 0x20
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#define ITEM_MAX 0x20
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/// X coordinate for the weapons energy
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/// 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
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extern int gArmsEnergyX;
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extern int gArmsEnergyX;
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/// Currently selected weapon
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extern int gSelectedArms;
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extern int gSelectedArms;
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// Currently selected item
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extern int gSelectedItem;
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extern int gSelectedItem;
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/// Contains data for all the weapons the character currently has
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extern ARMS gArmsData[ARMS_MAX];
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extern ARMS gArmsData[ARMS_MAX];
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/// Contains data for all the items the character currently has
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extern ITEM gItemData[ITEM_MAX];
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extern ITEM gItemData[ITEM_MAX];
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