Change gArmsEnergyX stuff from hexadecimal to decimal. Also commented some more stuff.

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-09-24 09:30:44 +02:00
parent b2b9d8ab12
commit 6645b85139
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GPG key ID: 1E75F156884F3DCE
2 changed files with 13 additions and 6 deletions

View file

@ -14,7 +14,7 @@
#include "Sound.h" #include "Sound.h"
#include "TextScr.h" #include "TextScr.h"
int gArmsEnergyX = 0x10; int gArmsEnergyX = 16;
int gSelectedArms; int gSelectedArms;
int gSelectedItem; int gSelectedItem;
@ -31,7 +31,7 @@ void ClearArmsData()
#ifdef FIX_BUGS #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) gSelectedArms = 0; // Should probably be done in order to avoid potential problems with the selected weapon being invalid (like is done in SubArmsData)
#endif #endif
gArmsEnergyX = 0x20; gArmsEnergyX = 32;
memset(gArmsData, 0, sizeof(gArmsData)); memset(gArmsData, 0, sizeof(gArmsData));
} }
@ -494,7 +494,7 @@ int CampLoop()
// Resume original script // Resume original script
LoadTextScript_Stage(old_script_path); LoadTextScript_Stage(old_script_path);
gArmsEnergyX = 0x20; // ? gArmsEnergyX = 32; // Displays weapon rotation animation in case the weapon was changed
return 1; // Go to game return 1; // Go to game
} }
@ -579,7 +579,7 @@ int RotationArms()
if (gSelectedArms == arms_num) if (gSelectedArms == arms_num)
gSelectedArms = 0; gSelectedArms = 0;
gArmsEnergyX = 0x20; gArmsEnergyX = 32;
PlaySoundObject(SND_SWITCH_WEAPON, 1); PlaySoundObject(SND_SWITCH_WEAPON, 1);
return gArmsData[gSelectedArms].code; return gArmsData[gSelectedArms].code;
@ -618,6 +618,6 @@ int RotationArmsRev()
void ChangeToFirstArms() void ChangeToFirstArms()
{ {
gSelectedArms = 0; gSelectedArms = 0;
gArmsEnergyX = 0x20; gArmsEnergyX = 32;
PlaySoundObject(SND_SWITCH_WEAPON, 1); PlaySoundObject(SND_SWITCH_WEAPON, 1);
} }

View file

@ -34,13 +34,20 @@ struct ITEM
#define ITEM_MAX 0x20 #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; extern int gArmsEnergyX;
/// Currently selected weapon
extern int gSelectedArms; extern int gSelectedArms;
// Currently selected item
extern int gSelectedItem; extern int gSelectedItem;
/// Contains data for all the weapons the character currently has
extern ARMS gArmsData[ARMS_MAX]; extern ARMS gArmsData[ARMS_MAX];
/// Contains data for all the items the character currently has
extern ITEM gItemData[ITEM_MAX]; extern ITEM gItemData[ITEM_MAX];