Rename some constants, fix some typos and fix documentation for if_chr_in_room command

This commit is contained in:
Ryan Dwyer 2021-03-24 20:11:45 +10:00
parent 9d4f2ffd2a
commit 040b13e4aa
26 changed files with 84 additions and 84 deletions

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@ -139,7 +139,7 @@ u32 props[] = {
chr(0x00010400, 0x00, 0x0024, BODY_THEKING, HEAD_ELVIS_GOGS, GAILIST_IDLE, -1, -1, 1000, 200, 0x00002000, 0xc0300000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANPISTOL, 0x0000, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_PHOENIX, 0x00ffffff, 0x00000000)
chr(0x00000000, 0x02, 0x0027, BODY_PELAGIC_GUARD, HEAD_MOTO, GAILIST_IDLE, -1, -1, 1000, 200, 0x00002000, 0x00300000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRCMP150, 0x0002, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_FARSIGHTXR20, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRCMP150, 0x0002, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_FARSIGHT, 0x00ffffff, 0x00000000)
chr(0x00000200, 0x2e, 0x014e, BODY_PELAGIC_GUARD, HEAD_RANDOM, AILIST_GUARD_UNALERTED, -1, -1, 1000, 100, 0xc000a601, 0x00000000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRCMP150, 0x002e, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CMP150, 0x00ffffff, 0x00000000)
chr(0x00000200, 0x2d, 0x014d, BODY_PELAGIC_GUARD, HEAD_RANDOM, AILIST_GUARD_UNALERTED, 0x0214, -1, 1000, 100, 0xc0042000, 0x00000000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x00000000)

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@ -178,9 +178,9 @@ u32 props[] = {
chr(0x00000000, 0x0a, 0x010d, BODY_SKEDAR, HEAD_RANDOM, AILIST_HANGARSPAWNER, -1, -1, 1000, 200, 0x00002000, 0x00000000, TEAM_ENEMY, SQUADRON_02, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAULER, 0x000a, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_MAULER, 0x00ffffff, 0x00000000)
chr(0x00010000, 0x2e, 0x01d8, BODY_ELVIS1, HEAD_MAIAN_S, AILIST_INIT_HANGAR_MAIAN, 0x00b4, -1, 1000, 200, 0x00002000, 0x40304000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x002e, 0x10004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTONTG, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x002e, 0x10004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTO, 0x00ffffff, 0x00000000)
chr(0x00010000, 0x2f, 0x01d9, BODY_ELVIS1, HEAD_MAIAN_S, AILIST_INIT_HANGAR_MAIAN, 0x00b4, -1, 1000, 200, 0x00002000, 0x40304000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x002f, 0x10004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTONTG, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x002f, 0x10004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTO, 0x00ffffff, 0x00000000)
chr(0x00010100, 0x30, 0x01f5, BODY_ELVIS1, HEAD_MAIAN_S, GAILIST_IDLE, 0x00b4, -1, 1000, 200, 0x00002000, 0x40304000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x00000000)
chr(0x00010400, 0x00, 0x00fe, BODY_ELVISWAISTCOAT, HEAD_ELVIS, AILIST_ELVIS_WAIT_FOR_HANGAR_ENTRY, -1, -1, 1000, 200, 0x00002000, 0x80304000, TEAM_NONCOMBAT, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANPISTOL, 0x0000, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_PHOENIX, 0x00ffffff, 0x00000000)

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@ -149,7 +149,7 @@ u32 props[] = {
#else
chr(0x00010000, 0x00, 0x002e, BODY_THEKING, HEAD_ELVIS, GAILIST_IDLE, -1, -1, 1000, 200, 0x00002000, 0xc0300000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000)
#endif
weapon(0x0100, MODEL_CHRZ2020, 0x0000, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_FARSIGHTXR20, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRZ2020, 0x0000, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_FARSIGHT, 0x00ffffff, 0x00000000)
tag(0x73, -1)
chr(0x00000200, 0x01, 0x018d, BODY_DDSNIPER, HEAD_RANDOM, AILIST_INIT_SNIPER, -1, -1, 100, 30, 0x48080000, 0x00000000, TEAM_ENEMY, SQUADRON_01, -1, 0, 0x00000000)
@ -320,7 +320,7 @@ u32 props[] = {
stdobject(0x00e6, MODEL_POWERNODE, 0x028e, 0x004005e1, 0x00000300, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000)
stdobject(0x00e6, MODEL_POWERNODE, 0x028f, 0x004005e1, 0x00000300, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000)
tag(0x08, 1)
weapon(0x0180, MODEL_CHRBUG, 0xffff, 0x00000001, 0x00080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_FARSIGHTXR20, 0x00ffffff, 0x00000000)
weapon(0x0180, MODEL_CHRBUG, 0xffff, 0x00000001, 0x00080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_FARSIGHT, 0x00ffffff, 0x00000000)
tag(0x11, 4)
tag(0x12, 4)
tag(0x13, 4)
@ -4413,7 +4413,7 @@ u8 func1027_powernode_illumination[] = {
};
/**
* Enables 3 guards near the grotto entrace during the escape timer.
* Enables 3 guards near the grotto entrance during the escape timer.
*/
u8 func1028_enable_last_3_guards[] = {
beginloop(0x04)
@ -4720,8 +4720,8 @@ u8 func102d_check_farsight_ammo_wasted[] = {
// Probable @bug: Looks like the objective will fail if one buddy uses all
// their ammo but the other is still stocked.
beginloop(0x1f)
if_chr_weapon_equipped(CHR_BOND, WEAPON_FARSIGHTXR20, /*goto*/ 0x2e)
if_chr_weapon_equipped(CHR_COOP, WEAPON_FARSIGHTXR20, /*goto*/ 0x2f)
if_chr_weapon_equipped(CHR_BOND, WEAPON_FARSIGHT, /*goto*/ 0x2e)
if_chr_weapon_equipped(CHR_COOP, WEAPON_FARSIGHT, /*goto*/ 0x2f)
endloop(0x1f)
label(0x2e)

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@ -1486,11 +1486,11 @@ u8 func0404_president_running[] = {
beginloop(0x57)
// @bug: This FALSE should be TRUE instead. This causes the president
// to behave weirdly when you've killed both blondes and stand in the
// entrace to Trent's room.
// entrance to Trent's room.
if_stage_flag_eq(STAGEFLAG_BOTH_BLONDES_DEAD, FALSE, /*goto*/ 0x2d)
// Both blondes dead
// This room is the entrace to Trent's room
// This room is the entrance to Trent's room
if_chr_in_room(CHR_TARGET, 0x00, 0x000d, /*goto*/ 0x10)
// At least one Blonde is alive, or follow through
@ -1533,11 +1533,11 @@ u8 func0404_president_running[] = {
beginloop(0x59)
// @bug: This FALSE should be TRUE instead. This causes the president
// to behave weirdly when you've killed both blondes and stand in the
// entrace to Trent's room.
// entrance to Trent's room.
if_stage_flag_eq(STAGEFLAG_BOTH_BLONDES_DEAD, FALSE, /*goto*/ 0x2d)
// Both blondes dead
// This room is the entrace to Trent's room
// This room is the entrance to Trent's room
if_chr_in_room(CHR_TARGET, 0x00, 0x000d, /*goto*/ 0x10)
// At least one Blonde is alive, or follow through
@ -1596,7 +1596,7 @@ u8 func0404_president_running[] = {
rebuild_squadrons
set_ailist(CHR_SELF, GAILIST_IDLE)
// Player is in the entrace to Trent's room and both blondes are dead.
// Player is in the entrance to Trent's room and both blondes are dead.
// The intention behind this code is to make the president cower until the
// Blondes are dead, then resume following. However, due to a logic bug
// described earlier this code is jumped to only after the blondes are dead.

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@ -418,7 +418,7 @@ u32 props[] = {
tag(0x48, 1)
weapon(0x0100, MODEL_CHRDEVASTATOR, 0x00d6, 0x00100000, 0x00080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_DEVASTATOR, 0x00ffffff, 0x00000000)
tag(0x49, 1)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x00d6, 0x00100000, 0x00080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTONTG, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x00d6, 0x00100000, 0x00080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTO, 0x00ffffff, 0x00000000)
tag(0x4a, 1)
weapon(0x0100, MODEL_CHRMAULER, 0x00d6, 0x00100000, 0x00080000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_MAULER, 0x00ffffff, 0x00000000)
tag(0x4b, 1)
@ -475,7 +475,7 @@ s32 intro[] = {
outfit(OUTFIT_DEFAULT)
intro_weapon(WEAPON_FALCON2_SCOPE, -1)
ammo(AMMOTYPE_PISTOL, 200)
intro_weapon(WEAPON_CALLISTONTG, -1)
intro_weapon(WEAPON_CALLISTO, -1)
ammo(AMMOTYPE_SMG, 300)
ammo(AMMOTYPE_BUG, 3)
intro_weapon(WEAPON_DEVASTATOR, -1)
@ -1463,7 +1463,7 @@ u8 func1009_altar[] = {
// Altar has flag
label(0x2d)
if_chr_weapon_equipped(CHR_P1P2, WEAPON_DEVASTATOR, /*goto*/ 0x92)
if_chr_weapon_equipped(CHR_P1P2, WEAPON_CALLISTONTG, /*goto*/ 0x93)
if_chr_weapon_equipped(CHR_P1P2, WEAPON_CALLISTO, /*goto*/ 0x93)
if_chr_weapon_equipped(CHR_P1P2, WEAPON_FALCON2_SCOPE, /*goto*/ 0x94)
if_chr_weapon_equipped(CHR_P1P2, WEAPON_SLAYER, /*goto*/ 0x95)
if_chr_weapon_equipped(CHR_P1P2, WEAPON_MAULER, /*goto*/ 0x96)
@ -2573,7 +2573,7 @@ u8 func0c00_intro[] = {
set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
yield
set_cutscene_weapon(CHR_BOND, WEAPON_CALLISTONTG, WEAPON_NONE)
set_cutscene_weapon(CHR_BOND, WEAPON_CALLISTO, WEAPON_NONE)
beginloop(0x09)
if_camera_animating(/*goto*/ 0x2d)

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@ -90,7 +90,7 @@ u32 props[] = {
endobjective
chr(0x00000000, CHR_MAIAN_LEADER, 0x004f, BODY_ELVIS1, HEAD_MAIAN_S, AILIST_INIT_LEADER, 0x004e, -1, 1000, 200, 0x00002000, 0xc0304000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x003d, 0x10004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTONTG, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x003d, 0x10004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTO, 0x00ffffff, 0x00000000)
chr(0x00000000, CHR_MAIAN_TEMPLATE, 0x0045, BODY_CISOLDIER, HEAD_RANDOM, AILIST_HIDE, -1, -1, 200, 100, 0x00012000, 0xc0300000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRAR34, 0x003e, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_AR34, 0x00ffffff, 0x00000000)
@ -111,19 +111,19 @@ u32 props[] = {
weapon(0x0100, MODEL_CHRAR34, 0x003f, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_AR34, 0x00ffffff, 0x00000000)
chr(0x00000000, CHR_MAIAN1, 0x0009, BODY_ELVIS1, HEAD_MAIAN_S, GAILIST_IDLE, -1, -1, 200, 100, 0x00012000, 0xc0300000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0044, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTONTG, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0044, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTO, 0x00ffffff, 0x00000000)
chr(0x00000000, CHR_MAIAN2, 0x00a4, BODY_ELVIS1, HEAD_MAIAN_S, GAILIST_IDLE, -1, -1, 200, 100, 0x00012000, 0xc0300000, TEAM_ALLY, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0045, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTONTG, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0045, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTO, 0x00ffffff, 0x00000000)
chr(0x00000000, CHR_MAIAN3, 0x0008, BODY_ELVIS1, HEAD_MAIAN_S, AILIST_HIDE, -1, -1, 200, 100, 0x00012000, 0xc0300000, TEAM_01, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0046, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTONTG, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0046, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTO, 0x00ffffff, 0x00000000)
chr(0x00000000, CHR_MAIAN4, 0x000c, BODY_ELVIS1, HEAD_MAIAN_S, AILIST_HIDE, -1, -1, 200, 100, 0x00012000, 0xc0300000, TEAM_01, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0047, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTONTG, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0047, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTO, 0x00ffffff, 0x00000000)
chr(0x00000000, CHR_MAIAN5, 0x000d, BODY_ELVIS1, HEAD_MAIAN_S, AILIST_HIDE, -1, -1, 200, 100, 0x00012000, 0xc0300000, TEAM_01, SQUADRON_01, -1, 0, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0048, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTONTG, 0x00ffffff, 0x00000000)
weapon(0x0100, MODEL_CHRMAIANSMG, 0x0048, 0x00004000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000, WEAPON_CALLISTO, 0x00ffffff, 0x00000000)
conditional_scenery(1, 0, 2)
debris(0x0100, MODEL_SKCREV_UNEXP1, 0x00e5, 0x035005e8, 0x00304300, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x000003e8, 0x00000000, 0x00000000, 0x0fff0000)
@ -494,7 +494,7 @@ u8 func0405_init_maian[] = {
set_squadron(GROUP_MAIANS)
rebuild_teams
rebuild_squadrons
try_equip_weapon(MODEL_CHRMAIANSMG, WEAPON_CALLISTONTG, 0x00000000, /*goto*/ 0x06)
try_equip_weapon(MODEL_CHRMAIANSMG, WEAPON_CALLISTO, 0x00000000, /*goto*/ 0x06)
label(0x06)
try_inherit_properties(CHR_MAIAN_TEMPLATE, /*goto*/ 0x2d)
label(0x2d)

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@ -342,7 +342,7 @@ u8 weapon_cyclone[] = {
end(),
};
u8 weapon_callistontg[] = {
u8 weapon_callisto[] = {
start(),
set_max_active_targets(6, 4, 9),
set_score_multiplier(2, 0, 1),
@ -605,7 +605,7 @@ u8 weapon_sniperrifle[] = {
end(),
};
u8 weapon_farsightxr20[] = {
u8 weapon_farsight[] = {
start(),
set_max_active_targets(3, 9, 6),
set_goal_score(0, 0, 40),

View File

@ -73,7 +73,7 @@ struct mpconfig g_MpConfigs[] = {
MPWEAPON_MAGSEC4,
MPWEAPON_CYCLONE,
MPWEAPON_K7AVENGER,
MPWEAPON_FARSIGHTXR20,
MPWEAPON_FARSIGHT,
MPWEAPON_SHIELD,
MPWEAPON_DISABLED,
},
@ -525,7 +525,7 @@ struct mpconfig g_MpConfigs[] = {
MPWEAPON_CYCLONE,
MPWEAPON_GRENADE,
MPWEAPON_AR34,
MPWEAPON_FARSIGHTXR20,
MPWEAPON_FARSIGHT,
MPWEAPON_SHIELD,
MPWEAPON_DISABLED,
},
@ -638,7 +638,7 @@ struct mpconfig g_MpConfigs[] = {
MPWEAPON_DY357MAGNUM,
MPWEAPON_TIMEDMINE,
MPWEAPON_LAPTOPGUN,
MPWEAPON_FARSIGHTXR20,
MPWEAPON_FARSIGHT,
MPWEAPON_DISABLED,
},
}, {
@ -777,7 +777,7 @@ struct mpconfig g_MpConfigs[] = {
MPWEAPON_CYCLONE,
MPWEAPON_SUPERDRAGON,
MPWEAPON_K7AVENGER,
MPWEAPON_FARSIGHTXR20,
MPWEAPON_FARSIGHT,
MPWEAPON_CLOAKINGDEVICE,
MPWEAPON_DISABLED,
},
@ -917,7 +917,7 @@ struct mpconfig g_MpConfigs[] = {
MPWEAPON_CMP150,
MPWEAPON_SHOTGUN,
MPWEAPON_ROCKETLAUNCHER,
MPWEAPON_FARSIGHTXR20,
MPWEAPON_FARSIGHT,
MPWEAPON_SHIELD,
MPWEAPON_COMBATBOOST,
},
@ -980,7 +980,7 @@ struct mpconfig g_MpConfigs[] = {
MPWEAPON_MAULER,
MPWEAPON_REAPER,
MPWEAPON_SHOTGUN,
MPWEAPON_CALLISTONTG,
MPWEAPON_CALLISTO,
MPWEAPON_CLOAKINGDEVICE,
MPWEAPON_DISABLED,
},
@ -1092,7 +1092,7 @@ struct mpconfig g_MpConfigs[] = {
MPWEAPON_MAULER,
MPWEAPON_NBOMB,
MPWEAPON_K7AVENGER,
MPWEAPON_FARSIGHTXR20,
MPWEAPON_FARSIGHT,
MPWEAPON_CLOAKINGDEVICE,
MPWEAPON_DISABLED,
},

View File

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
"""
This file defines which sequences are available and their sequence numbers

View File

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
"""
This file defines which textures are available, their flags and their texture

View File

@ -11061,7 +11061,7 @@ glabel var7f1ad8e4
// }
//
// // 9a24
// if (handGetWeaponNum(HAND_RIGHT) == WEAPON_FARSIGHTXR20) {
// if (handGetWeaponNum(HAND_RIGHT) == WEAPON_FARSIGHT) {
// if (g_Vars.currentplayer->insightaimmode) {
// movedata.unk14 = 0;
// }
@ -11368,7 +11368,7 @@ glabel var7f1ad8e4
// spbc = 1;
//
// // @bug? Should this be HAND_RIGHT?
// if (handGetWeaponNum(HAND_LEFT) == WEAPON_FARSIGHTXR20) {
// if (handGetWeaponNum(HAND_LEFT) == WEAPON_FARSIGHT) {
// increment = 0.5f;
// }
//
@ -11440,7 +11440,7 @@ glabel var7f1ad8e4
// && joyGetButtons(contpad1, c1allowedbuttons & (D_JPAD | D_CBUTTONS));
// }
//
// if (handGetWeaponNum(HAND_RIGHT) == WEAPON_FARSIGHTXR20) {
// if (handGetWeaponNum(HAND_RIGHT) == WEAPON_FARSIGHT) {
// movedata.farsighttempautoseek = g_Vars.currentplayer->insightaimmode && (sp1a2 & (L_TRIG | R_TRIG | L_CBUTTONS | R_CBUTTONS));
// } else {
// movedata.rleanleft = g_Vars.currentplayer->insightaimmode && (sp1a2 & (L_JPAD | L_CBUTTONS));
@ -11539,7 +11539,7 @@ glabel var7f1ad8e4
// spb0 = 60;
//
// // FarSight in secondary function
// if (handGetWeaponNum(HAND_RIGHT) == WEAPON_FARSIGHTXR20
// if (handGetWeaponNum(HAND_RIGHT) == WEAPON_FARSIGHT
// && g_Vars.currentplayer->insightaimmode
// && movedata.farsighttempautoseek == false
// && g_Vars.currentplayer->hands[HAND_RIGHT].weaponfunc == FUNC_SECONDARY

View File

@ -4256,7 +4256,7 @@ bool aiTryEquipWeapon(void)
case WEAPON_DY357LX:
case WEAPON_CMP150:
case WEAPON_CYCLONE:
case WEAPON_CALLISTONTG:
case WEAPON_CALLISTO:
case WEAPON_RCP120:
case WEAPON_LAPTOPGUN:
case WEAPON_DRAGON:
@ -4265,7 +4265,7 @@ bool aiTryEquipWeapon(void)
case WEAPON_SHOTGUN:
case WEAPON_REAPER:
case WEAPON_SNIPERRIFLE:
case WEAPON_FARSIGHTXR20:
case WEAPON_FARSIGHT:
case WEAPON_DEVASTATOR:
case WEAPON_ROCKETLAUNCHER:
case WEAPON_SLAYER:
@ -6841,7 +6841,7 @@ glabel var7f1a9d4c
// switch (handGetWeaponNum(HAND_RIGHT)) {
// case WEAPON_CMP150:
// case WEAPON_CYCLONE:
// case WEAPON_CALLISTONTG:
// case WEAPON_CALLISTO:
// case WEAPON_RCP120:
// case WEAPON_LAPTOPGUN:
// case WEAPON_DRAGON:
@ -6853,7 +6853,7 @@ glabel var7f1a9d4c
// score--;
// break;
// case WEAPON_REAPER:
// case WEAPON_FARSIGHTXR20:
// case WEAPON_FARSIGHT:
// case WEAPON_DEVASTATOR:
// case WEAPON_ROCKETLAUNCHER:
// case WEAPON_SLAYER:

View File

@ -941,7 +941,7 @@ void weaponAssignToHome(struct weaponobj *weapon, s32 cmdindex)
case WEAPON_DY357LX:
case WEAPON_CMP150:
case WEAPON_CYCLONE:
case WEAPON_CALLISTONTG:
case WEAPON_CALLISTO:
case WEAPON_RCP120:
case WEAPON_LAPTOPGUN:
case WEAPON_DRAGON:
@ -950,7 +950,7 @@ void weaponAssignToHome(struct weaponobj *weapon, s32 cmdindex)
case WEAPON_SHOTGUN:
case WEAPON_REAPER:
case WEAPON_SNIPERRIFLE:
case WEAPON_FARSIGHTXR20:
case WEAPON_FARSIGHT:
case WEAPON_DEVASTATOR:
case WEAPON_ROCKETLAUNCHER:
case WEAPON_SLAYER:

View File

@ -3061,7 +3061,7 @@ glabel var7f1a827c
// }
//
// if (cheatIsActive(CHEAT_FARSIGHT)) {
// invGiveSingleWeapon(WEAPON_FARSIGHTXR20);
// invGiveSingleWeapon(WEAPON_FARSIGHT);
// currentPlayerSetAmmoQuantity(AMMOTYPE_FARSIGHT, 80);
// }
//

View File

@ -38248,7 +38248,7 @@ glabel var7f1a7044nb
// case WEAPON_CMP150:
// case WEAPON_K7AVENGER:
// case WEAPON_AR34:
// case WEAPON_FARSIGHTXR20:
// case WEAPON_FARSIGHT:
// case WEAPON_TIMEDMINE: // f0a8a60
// // These guns disallow B+Z
// if (firing == false) {

View File

@ -191,7 +191,7 @@ f32 currentPlayerGetGunZoomFov(void)
switch (getCurrentPlayerWeaponIdWrapper(0)) {
case WEAPON_SNIPERRIFLE: index = 0; break;
case WEAPON_FARSIGHTXR20: index = 1; break;
case WEAPON_FARSIGHT: index = 1; break;
case WEAPON_HORIZONSCANNER: index = 2; break;
}
@ -215,7 +215,7 @@ void currentPlayerZoomOut(f32 fovpersec)
switch (getCurrentPlayerWeaponIdWrapper(0)) {
case WEAPON_SNIPERRIFLE: index = 0; break;
case WEAPON_FARSIGHTXR20: index = 1; break;
case WEAPON_FARSIGHT: index = 1; break;
case WEAPON_HORIZONSCANNER: index = 2; break;
}
@ -226,7 +226,7 @@ void currentPlayerZoomOut(f32 fovpersec)
f32 amount = fovpersec * 0.25f * g_Vars.lvupdate240f;
#endif
if (getCurrentPlayerWeaponIdWrapper(0) == WEAPON_FARSIGHTXR20) {
if (getCurrentPlayerWeaponIdWrapper(0) == WEAPON_FARSIGHT) {
amount *= 0.5f;
}
@ -244,7 +244,7 @@ void currentPlayerZoomIn(f32 fovpersec)
switch (getCurrentPlayerWeaponIdWrapper(0)) {
case WEAPON_SNIPERRIFLE: index = 0; break;
case WEAPON_FARSIGHTXR20: index = 1; break;
case WEAPON_FARSIGHT: index = 1; break;
case WEAPON_HORIZONSCANNER: index = 2; break;
}
@ -255,7 +255,7 @@ void currentPlayerZoomIn(f32 fovpersec)
f32 amount = fovpersec * 0.25f * g_Vars.lvupdate240f;
#endif
if (getCurrentPlayerWeaponIdWrapper(0) == WEAPON_FARSIGHTXR20) {
if (getCurrentPlayerWeaponIdWrapper(0) == WEAPON_FARSIGHT) {
amount *= 0.5f;
}
@ -727,8 +727,8 @@ u32 currentPlayerGetSight(void)
case WEAPON_REAPER:
return SIGHT_SKEDAR;
case WEAPON_PHOENIX:
case WEAPON_CALLISTONTG:
case WEAPON_FARSIGHTXR20:
case WEAPON_CALLISTO:
case WEAPON_FARSIGHT:
return SIGHT_MAIAN;
case WEAPON_PP9I:
case WEAPON_CC13:

View File

@ -961,7 +961,7 @@ glabel var7f1b522c
// case WEAPON_SUPERDRAGON: return MODEL_CHRSUPERDRAGON;
// case WEAPON_K7AVENGER: return MODEL_CHRAVENGER;
// case WEAPON_CYCLONE: return MODEL_CHRCYCLONE;
// case WEAPON_CALLISTONTG: return MODEL_CHRMAIANSMG;
// case WEAPON_CALLISTO: return MODEL_CHRMAIANSMG;
// case WEAPON_RCP120: return MODEL_CHRRCP120;
// case WEAPON_LAPTOPGUN: return MODEL_CHRPCGUN;
// case WEAPON_SHOTGUN: return MODEL_CHRSHOTGUN;
@ -969,7 +969,7 @@ glabel var7f1b522c
// case WEAPON_ROCKETLAUNCHER: return MODEL_CHRDYROCKET;
// case WEAPON_DEVASTATOR: return MODEL_CHRDEVASTATOR;
// case WEAPON_SLAYER: return MODEL_CHRSKROCKET;
// case WEAPON_FARSIGHTXR20: return MODEL_CHRZ2020;
// case WEAPON_FARSIGHT: return MODEL_CHRZ2020;
// case WEAPON_SNIPERRIFLE: return MODEL_CHRSNIPERRIFLE;
// case WEAPON_CROSSBOW: return MODEL_CHRCROSSBOW;
// case WEAPON_LASER: return MODEL_CHRLASER;

View File

@ -160,7 +160,7 @@ void *func0f12955c(s32 count, s32 index, s32 arg2, s32 arg3)
}
// Build an array of all corpses. If the array becomes full then enable
// reaping on a random corpose and replace its entry in the array.
// reaping on a random corpse and replace its entry in the array.
// So at the end, we'll have an array of up to six unreapable corpses and
// all other corpses will be flagged for reaping.
numchrs = getNumChrSlots();

View File

@ -30,7 +30,7 @@ struct aibotweaponpreference g_AibotWeaponPreferences[] = {
/*0x09*/ { 180, 188, 184, 188, 1, 1, 1, 0, 20, 0, 6, 0, 3, 0 }, // WEAPON_DY357LX
/*0x0a*/ { 116, 128, 136, 152, 1, 1, 2, 2, 100, 100, 30, 30, 2, 0 }, // WEAPON_CMP150
/*0x0b*/ { 120, 128, 132, 140, 1, 1, 2, 2, 150, 150, 50, 50, 2, 0 }, // WEAPON_CYCLONE
/*0x0c*/ { 152, 176, 0, 0, 1, 1, 2, 2, 100, 70, 25, 15, 2, 0 }, // WEAPON_CALLISTONTG
/*0x0c*/ { 152, 176, 0, 0, 1, 1, 2, 2, 100, 70, 25, 15, 2, 0 }, // WEAPON_CALLISTO
/*0x0d*/ { 172, 188, 0, 0, 1, 0, 2, 2, 300, 0, 40, 0, 2, 0 }, // WEAPON_RCP120
/*0x0e*/ { 128, 140, 0, 0, 1, 1, 2, 2, 100, 0, 30, 0, 3, 0 }, // WEAPON_LAPTOPGUN
/*0x0f*/ { 124, 148, 0, 0, 1, 1, 2, 2, 90, 0, 30, 0, 1, 0 }, // WEAPON_DRAGON
@ -40,7 +40,7 @@ struct aibotweaponpreference g_AibotWeaponPreferences[] = {
/*0x13*/ { 140, 156, 0, 0, 1, 1, 1, 1, 18, 18, 8, 8, 6, 1 }, // WEAPON_SHOTGUN
/*0x14*/ { 144, 176, 0, 0, 1, 1, 2, 0, 400, 0, 80, 0, 3, 0 }, // WEAPON_REAPER
/*0x15*/ { 28, 40, 0, 0, 1, 0, 2, 2, 30, 30, 10, 10, 2, 0 }, // WEAPON_SNIPERRIFLE
/*0x16*/ { 188, 188, 0, 0, 1, 0, 3, 5, 16, 0, 4, 0, 2, 0 }, // WEAPON_FARSIGHTXR20
/*0x16*/ { 188, 188, 0, 0, 1, 0, 3, 5, 16, 0, 4, 0, 2, 0 }, // WEAPON_FARSIGHT
/*0x17*/ { 176, 188, 0, 0, 1, 1, 3, 3, 20, 20, 4, 4, 2, 0 }, // WEAPON_DEVASTATOR
/*0x18*/ { 160, 188, 0, 0, 1, 1, 3, 3, 2, 2, 1, 1, 2, 0 }, // WEAPON_ROCKETLAUNCHER
/*0x19*/ { 168, 188, 0, 0, 1, 1, 3, 3, 2, 2, 1, 1, 3, 0 }, // WEAPON_SLAYER
@ -501,7 +501,7 @@ void aibotScoreWeapon(struct chrdata *chr, s32 weaponnum, s32 funcnum, s32 arg3,
score1--;
}
break;
case WEAPON_CALLISTONTG:
case WEAPON_CALLISTO:
if (funcnum == (chr->aibot->rand % 2)) {
score1--;
}

View File

@ -64,7 +64,7 @@ void aibotReloadWeapon(struct chrdata *chr, s32 handnum, bool withsound)
aibot->loadedammo[handnum] += actualamount;
if (withsound) {
if (aibot->weaponnum == WEAPON_FARSIGHTXR20) {
if (aibot->weaponnum == WEAPON_FARSIGHT) {
// FarSight reload sound
func0f0939f8(NULL, chr->prop, SFX_RELOAD_FARSIGHT, -1,
-1, 1024, 0, 0, 0, -1, 0, -1, -1, -1, -1);
@ -229,7 +229,7 @@ bool aibotDoFarsightThing(struct chrdata *chr, u32 arg1, struct coord *arg2, str
aibot = chr->aibot;
if (aibot->weaponnum == WEAPON_FARSIGHTXR20) {
if (aibot->weaponnum == WEAPON_FARSIGHT) {
rand = random() % 100;
// 3 in 10 chance of this passing
@ -238,7 +238,7 @@ bool aibotDoFarsightThing(struct chrdata *chr, u32 arg1, struct coord *arg2, str
s32 sp168 = 0;
s32 sp164 = -1;
s32 sp160 = 200;
u8 sp156[] = {WEAPON_FARSIGHTXR20, 0, 0, 0};
u8 sp156[] = {WEAPON_FARSIGHT, 0, 0, 0};
f32 damage = handGetDamage((struct shorthand *)sp156);
s32 fallback = 30;
s32 value = fallback;

View File

@ -66,7 +66,7 @@ struct mpweapon g_MpWeapons[0x27] = {
/*0x08*/ { WEAPON_DY357LX, 0x0a, 0x32, 0x00, 0x00, 1, MPFEATURE_WEAPON_DY357LX, MODEL_CHRDY357TRENT, 0x0100 },
/*0x09*/ { WEAPON_CMP150, 0x02, 0x64, 0x00, 0x00, 1, 0, MODEL_CHRCMP150, 0x0100 },
/*0x0a*/ { WEAPON_CYCLONE, 0x02, 0x96, 0x00, 0x00, 1, 0, MODEL_CHRCYCLONE, 0x0100 },
/*0x0b*/ { WEAPON_CALLISTONTG, 0x02, 0x96, 0x00, 0x00, 1, MPFEATURE_WEAPON_CALLISTO, MODEL_CHRMAIANSMG, 0x0100 },
/*0x0b*/ { WEAPON_CALLISTO, 0x02, 0x96, 0x00, 0x00, 1, MPFEATURE_WEAPON_CALLISTO, MODEL_CHRMAIANSMG, 0x0100 },
/*0x0c*/ { WEAPON_RCP120, 0x02, 0x96, 0x00, 0x00, 1, MPFEATURE_WEAPON_RCP120, MODEL_CHRRCP120, 0x0100 },
/*0x0d*/ { WEAPON_LAPTOPGUN, 0x02, 0x96, 0x00, 0x00, 1, MPFEATURE_WEAPON_LAPTOPGUN, MODEL_CHRPCGUN, 0x0100 },
/*0x0e*/ { WEAPON_DRAGON, 0x04, 0x96, 0x00, 0x00, 1, 0, MODEL_CHRDRAGON, 0x0100 },
@ -76,7 +76,7 @@ struct mpweapon g_MpWeapons[0x27] = {
/*0x12*/ { WEAPON_SHOTGUN, 0x05, 0x10, 0x00, 0x00, 1, MPFEATURE_WEAPON_SHOTGUN, MODEL_CHRSHOTGUN, 0x0100 },
/*0x13*/ { WEAPON_REAPER, 0x0f, 0xc8, 0x00, 0x00, 1, MPFEATURE_WEAPON_REAPER, MODEL_CHRSKMINIGUN, 0x0100 },
/*0x14*/ { WEAPON_SNIPERRIFLE, 0x04, 0x32, 0x00, 0x00, 1, 0, MODEL_CHRSNIPERRIFLE, 0x0100 },
/*0x15*/ { WEAPON_FARSIGHTXR20, 0x06, 0x0a, 0x00, 0x00, 1, MPFEATURE_WEAPON_FARSIGHT, MODEL_CHRZ2020, 0x0100 },
/*0x15*/ { WEAPON_FARSIGHT, 0x06, 0x0a, 0x00, 0x00, 1, MPFEATURE_WEAPON_FARSIGHT, MODEL_CHRZ2020, 0x0100 },
/*0x16*/ { WEAPON_DEVASTATOR, 0x0b, 0x10, 0x00, 0x00, 1, MPFEATURE_WEAPON_DEVASTATOR, MODEL_CHRDEVASTATOR, 0x0100 },
/*0x17*/ { WEAPON_ROCKETLAUNCHER, 0x08, 0x03, 0x00, 0x00, 1, 0, MODEL_CHRDYROCKET, 0x0100 },
/*0x18*/ { WEAPON_SLAYER, 0x08, 0x03, 0x00, 0x00, 1, MPFEATURE_WEAPON_SLAYER, MODEL_CHRSKROCKET, 0x0100 },
@ -3412,7 +3412,7 @@ struct mpweaponset g_MpWeaponSets[12] = {
{ /*0x00*/ L_MPWEAPONS_055, { WEAPON_FALCON2, WEAPON_MAGSEC4, WEAPON_PHOENIX, WEAPON_MAULER, WEAPON_MPSHIELD, WEAPON_DISABLED }, { MPFEATURE_WEAPON_PHOENIX, MPFEATURE_WEAPON_MAULER, 0, 0 }, 0x02, 0x05, 0x02, 0x08, 0x5b, 0x5c }, // Pistols
{ /*0x01*/ L_MPWEAPONS_054, { WEAPON_FALCON2, WEAPON_CMP150, WEAPON_LAPTOPGUN, WEAPON_AR34, WEAPON_MPSHIELD, WEAPON_DISABLED }, { MPFEATURE_WEAPON_LAPTOPGUN, 0, 0, 0 }, 0x02, 0x0a, 0x0f, 0x11, 0x5b, 0x5c }, // Automatics
{ /*0x02*/ L_MPWEAPONS_053, { WEAPON_MAGSEC4, WEAPON_DY357MAGNUM, WEAPON_SHOTGUN, WEAPON_RCP120, WEAPON_MPSHIELD, WEAPON_DISABLED }, { MPFEATURE_WEAPON_SHOTGUN, MPFEATURE_WEAPON_RCP120, 0, 0 }, 0x05, 0x08, 0x0f, 0x11, 0x5b, 0x5c }, // Power
{ /*0x03*/ L_MPWEAPONS_052, { WEAPON_PHOENIX, WEAPON_CYCLONE, WEAPON_CALLISTONTG, WEAPON_FARSIGHTXR20, WEAPON_MPSHIELD, WEAPON_DISABLED }, { MPFEATURE_WEAPON_FARSIGHT, MPFEATURE_WEAPON_CALLISTO, 0, 0 }, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c }, // FarSight
{ /*0x03*/ L_MPWEAPONS_052, { WEAPON_PHOENIX, WEAPON_CYCLONE, WEAPON_CALLISTO, WEAPON_FARSIGHT, WEAPON_MPSHIELD, WEAPON_DISABLED }, { MPFEATURE_WEAPON_FARSIGHT, MPFEATURE_WEAPON_CALLISTO, 0, 0 }, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c }, // FarSight
{ /*0x04*/ L_MPWEAPONS_051, { WEAPON_FALCON2, WEAPON_CMP150, WEAPON_DRAGON, WEAPON_TRANQUILIZER, WEAPON_MPSHIELD, WEAPON_DISABLED }, { MPFEATURE_WEAPON_TRANQUILIZER, 0, 0, 0 }, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c }, // Tranquilizer
{ /*0x05*/ L_MPWEAPONS_050, { WEAPON_MAULER, WEAPON_K7AVENGER, WEAPON_REAPER, WEAPON_SUPERDRAGON, WEAPON_MPSHIELD, WEAPON_DISABLED }, { MPFEATURE_WEAPON_SUPERDRAGON, MPFEATURE_WEAPON_MAULER, MPFEATURE_WEAPON_K7AVENGER, MPFEATURE_WEAPON_REAPER }, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c }, // Heavy
{ /*0x06*/ L_MPWEAPONS_049, { WEAPON_FALCON2_SILENCER, WEAPON_GRENADE, WEAPON_CMP150, WEAPON_DY357LX, WEAPON_MPSHIELD, WEAPON_DISABLED }, { MPFEATURE_WEAPON_FALCON2SILENCED, MPFEATURE_WEAPON_DY357LX, 0, 0 }, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c, 0x5c }, // Golden Magnum

View File

@ -103,7 +103,7 @@ s32 func0f19ca78(u32 weaponnum)
case WEAPON_DY357LX:
case WEAPON_CMP150:
case WEAPON_CYCLONE:
case WEAPON_CALLISTONTG:
case WEAPON_CALLISTO:
case WEAPON_RCP120:
case WEAPON_LAPTOPGUN:
case WEAPON_DRAGON:
@ -112,7 +112,7 @@ s32 func0f19ca78(u32 weaponnum)
case WEAPON_SUPERDRAGON:
case WEAPON_SHOTGUN:
case WEAPON_SNIPERRIFLE:
case WEAPON_FARSIGHTXR20:
case WEAPON_FARSIGHT:
case WEAPON_CROSSBOW:
case WEAPON_TRANQUILIZER:
case WEAPON_REAPER:
@ -228,7 +228,7 @@ u32 frGetWeaponIndexByWeapon(u32 weaponnum)
case WEAPON_DY357LX: return 7;
case WEAPON_CMP150: return 8;
case WEAPON_CYCLONE: return 9;
case WEAPON_CALLISTONTG: return 10;
case WEAPON_CALLISTO: return 10;
case WEAPON_RCP120: return 11;
case WEAPON_LAPTOPGUN: return 12;
case WEAPON_DRAGON: return 13;
@ -237,7 +237,7 @@ u32 frGetWeaponIndexByWeapon(u32 weaponnum)
case WEAPON_SUPERDRAGON: return 16;
case WEAPON_SHOTGUN: return 17;
case WEAPON_SNIPERRIFLE: return 18;
case WEAPON_FARSIGHTXR20: return 19;
case WEAPON_FARSIGHT: return 19;
case WEAPON_CROSSBOW: return 20;
case WEAPON_TRANQUILIZER: return 21;
case WEAPON_REAPER: return 22;
@ -268,7 +268,7 @@ u32 frGetWeaponScriptIndex(u32 weaponnum)
case WEAPON_DY357LX: return 8;
case WEAPON_CMP150: return 9;
case WEAPON_CYCLONE: return 10;
case WEAPON_CALLISTONTG: return 11;
case WEAPON_CALLISTO: return 11;
case WEAPON_RCP120: return 12;
case WEAPON_LAPTOPGUN: return 13;
case WEAPON_DRAGON: return 14;
@ -277,7 +277,7 @@ u32 frGetWeaponScriptIndex(u32 weaponnum)
case WEAPON_SUPERDRAGON: return 17;
case WEAPON_SHOTGUN: return 18;
case WEAPON_SNIPERRIFLE: return 19;
case WEAPON_FARSIGHTXR20: return 20;
case WEAPON_FARSIGHT: return 20;
case WEAPON_CROSSBOW: return 21;
case WEAPON_TRANQUILIZER: return 22;
case WEAPON_REAPER: return 23;
@ -2565,7 +2565,7 @@ char *frGetWeaponDescription(void)
case WEAPON_DY357LX: return langGet(L_DISH_290);
case WEAPON_CMP150: return langGet(L_DISH_291);
case WEAPON_CYCLONE: return langGet(L_DISH_292);
case WEAPON_CALLISTONTG: return langGet(L_DISH_293);
case WEAPON_CALLISTO: return langGet(L_DISH_293);
case WEAPON_RCP120: return langGet(L_DISH_294);
case WEAPON_LAPTOPGUN: return langGet(L_DISH_295);
case WEAPON_DRAGON: return langGet(L_DISH_296);
@ -2574,7 +2574,7 @@ char *frGetWeaponDescription(void)
case WEAPON_SUPERDRAGON: return langGet(L_DISH_299);
case WEAPON_SHOTGUN: return langGet(L_DISH_300);
case WEAPON_SNIPERRIFLE: return langGet(L_DISH_301);
case WEAPON_FARSIGHTXR20: return langGet(L_DISH_302);
case WEAPON_FARSIGHT: return langGet(L_DISH_302);
case WEAPON_CROSSBOW: return langGet(L_DISH_303);
case WEAPON_TRANQUILIZER: return langGet(L_DISH_304);
case WEAPON_REAPER: return langGet(L_DISH_305);
@ -2599,7 +2599,7 @@ char *frGetWeaponDescription(void)
case WEAPON_DY357LX: return langGet(L_MISC_384);
case WEAPON_CMP150: return langGet(L_MISC_385);
case WEAPON_CYCLONE: return langGet(L_MISC_386);
case WEAPON_CALLISTONTG: return langGet(L_MISC_387);
case WEAPON_CALLISTO: return langGet(L_MISC_387);
case WEAPON_RCP120: return langGet(L_MISC_388);
case WEAPON_LAPTOPGUN: return langGet(L_MISC_389);
case WEAPON_DRAGON: return langGet(L_MISC_390);
@ -2608,7 +2608,7 @@ char *frGetWeaponDescription(void)
case WEAPON_SUPERDRAGON: return langGet(L_MISC_393);
case WEAPON_SHOTGUN: return langGet(L_MISC_394);
case WEAPON_SNIPERRIFLE: return langGet(L_MISC_395);
case WEAPON_FARSIGHTXR20: return langGet(L_MISC_396);
case WEAPON_FARSIGHT: return langGet(L_MISC_396);
case WEAPON_CROSSBOW: return langGet(L_MISC_397);
case WEAPON_TRANQUILIZER: return langGet(L_MISC_398);
case WEAPON_REAPER: return langGet(L_MISC_399);
@ -7047,7 +7047,7 @@ glabel frChooseFarsightTarget
// bool found = false;
// s32 i;
//
// if (handGetWeaponNum(0) == WEAPON_FARSIGHTXR20) {
// if (handGetWeaponNum(0) == WEAPON_FARSIGHT) {
// for (i = 0; i < ARRAYCOUNT(g_FrData.targets); i++) {
// if (g_FrData.targets[i].inuse
// && g_FrData.targets[i].destroyed == false

View File

@ -857,7 +857,7 @@
*
* Type 0 = if <chr> is in <room>
* Type 1 = if <chr> is in same room that the current chr is searching
* Type 2 = if <chr>'s camspy is within 150 units of <pad>
* Type 2 = if any player's camspy is within 150 units of <pad>
*
* Type 2 is hard coded to only work in G5 Building.
*/

View File

@ -2198,7 +2198,7 @@
#define MPWEAPON_DY357LX 0x08
#define MPWEAPON_CMP150 0x09
#define MPWEAPON_CYCLONE 0x0a
#define MPWEAPON_CALLISTONTG 0x0b
#define MPWEAPON_CALLISTO 0x0b
#define MPWEAPON_RCP120 0x0c
#define MPWEAPON_LAPTOPGUN 0x0d
#define MPWEAPON_DRAGON 0x0e
@ -2208,7 +2208,7 @@
#define MPWEAPON_SHOTGUN 0x12
#define MPWEAPON_REAPER 0x13
#define MPWEAPON_SNIPERRIFLE 0x14
#define MPWEAPON_FARSIGHTXR20 0x15
#define MPWEAPON_FARSIGHT 0x15
#define MPWEAPON_DEVASTATOR 0x16
#define MPWEAPON_ROCKETLAUNCHER 0x17
#define MPWEAPON_SLAYER 0x18
@ -3299,7 +3299,7 @@
#define WEAPON_DY357LX 0x09
#define WEAPON_CMP150 0x0a
#define WEAPON_CYCLONE 0x0b
#define WEAPON_CALLISTONTG 0x0c
#define WEAPON_CALLISTO 0x0c
#define WEAPON_RCP120 0x0d
#define WEAPON_LAPTOPGUN 0x0e
#define WEAPON_DRAGON 0x0f
@ -3309,7 +3309,7 @@
#define WEAPON_SHOTGUN 0x13
#define WEAPON_REAPER 0x14
#define WEAPON_SNIPERRIFLE 0x15
#define WEAPON_FARSIGHTXR20 0x16
#define WEAPON_FARSIGHT 0x16
#define WEAPON_DEVASTATOR 0x17
#define WEAPON_ROCKETLAUNCHER 0x18
#define WEAPON_SLAYER 0x19

View File

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
import os
import subprocess

View File

@ -1,4 +1,4 @@
#!/usr/bin/env python
#!/usr/bin/env python3
import os
import sys