Finished commenting ArmsItem basically

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-09-23 19:52:34 +02:00
parent 4fc38593d2
commit ba8f2138b8
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GPG key ID: 1E75F156884F3DCE

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