diff --git a/src/ArmsItem.cpp b/src/ArmsItem.cpp index 6051a297..63365e22 100644 --- a/src/ArmsItem.cpp +++ b/src/ArmsItem.cpp @@ -546,7 +546,7 @@ void FullArmsEnergy() for (int a = 0; a < ARMS_MAX; a++) { if (gArmsData[a].code == 0) - continue; + continue; // Don't change empty weapons gArmsData[a].num = gArmsData[a].max_num; } @@ -554,6 +554,7 @@ void FullArmsEnergy() int RotationArms() { + // Get amount of weapons int arms_num = 0; while (gArmsData[arms_num].code != 0) ++arms_num; @@ -563,6 +564,7 @@ int RotationArms() ResetSpurCharge(); + // Select next valid weapon ++gSelectedArms; while (gSelectedArms < arms_num) @@ -577,13 +579,14 @@ int RotationArms() gSelectedArms = 0; gArmsEnergyX = 0x20; - PlaySoundObject(4, 1); + PlaySoundObject(SND_SWITCH_WEAPON, 1); return gArmsData[gSelectedArms].code; } int RotationArmsRev() { + // Get amount of weapons int arms_num = 0; while (gArmsData[arms_num].code != 0) ++arms_num; @@ -593,6 +596,7 @@ int RotationArmsRev() ResetSpurCharge(); + // Select previous valid weapon if (--gSelectedArms < 0) gSelectedArms = arms_num - 1; @@ -605,7 +609,7 @@ int RotationArmsRev() } gArmsEnergyX = 0; - PlaySoundObject(4, 1); + PlaySoundObject(SND_SWITCH_WEAPON, 1); return gArmsData[gSelectedArms].code; } @@ -614,5 +618,5 @@ void ChangeToFirstArms() { gSelectedArms = 0; gArmsEnergyX = 0x20; - PlaySoundObject(4, 1); + PlaySoundObject(SND_SWITCH_WEAPON, 1); }