diff --git a/src/assets/files/setup/setupdam.c b/src/assets/files/setup/setupdam.c index 7dcb923c3..b0d5348b7 100644 --- a/src/assets/files/setup/setupdam.c +++ b/src/assets/files/setup/setupdam.c @@ -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) diff --git a/src/assets/files/setup/setuplee.c b/src/assets/files/setup/setuplee.c index 7df213253..4c9f1f182 100644 --- a/src/assets/files/setup/setuplee.c +++ b/src/assets/files/setup/setuplee.c @@ -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) diff --git a/src/assets/files/setup/setuppam.c b/src/assets/files/setup/setuppam.c index 40349dff1..8de2d145a 100644 --- a/src/assets/files/setup/setuppam.c +++ b/src/assets/files/setup/setuppam.c @@ -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) diff --git a/src/assets/files/setup/setuprit.c b/src/assets/files/setup/setuprit.c index c0e319fb6..0d6de5fbf 100644 --- a/src/assets/files/setup/setuprit.c +++ b/src/assets/files/setup/setuprit.c @@ -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. diff --git a/src/assets/files/setup/setupsho.c b/src/assets/files/setup/setupsho.c index 90d0e1327..838f6b7a1 100644 --- a/src/assets/files/setup/setupsho.c +++ b/src/assets/files/setup/setupsho.c @@ -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) diff --git a/src/assets/files/setup/setupstat.c b/src/assets/files/setup/setupstat.c index 70eeb2ecb..4531c45f6 100644 --- a/src/assets/files/setup/setupstat.c +++ b/src/assets/files/setup/setupstat.c @@ -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) diff --git a/src/assets/firingrange.c b/src/assets/firingrange.c index f2e9754cf..dfcc94b24 100644 --- a/src/assets/firingrange.c +++ b/src/assets/firingrange.c @@ -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), diff --git a/src/assets/mpconfigs.c b/src/assets/mpconfigs.c index b85361a45..fff7ef832 100644 --- a/src/assets/mpconfigs.c +++ b/src/assets/mpconfigs.c @@ -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, }, diff --git a/src/assets/sequences/sequences.py b/src/assets/sequences/sequences.py index 6c7cb4b28..87f5fbdfa 100644 --- a/src/assets/sequences/sequences.py +++ b/src/assets/sequences/sequences.py @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python3 """ This file defines which sequences are available and their sequence numbers diff --git a/src/assets/textures/textures.py b/src/assets/textures/textures.py index 49fe7c77c..8b995a7bf 100644 --- a/src/assets/textures/textures.py +++ b/src/assets/textures/textures.py @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python3 """ This file defines which textures are available, their flags and their texture diff --git a/src/game/bondmove.c b/src/game/bondmove.c index b327eab38..00c8ddbc3 100644 --- a/src/game/bondmove.c +++ b/src/game/bondmove.c @@ -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 diff --git a/src/game/chr/chraicommands.c b/src/game/chr/chraicommands.c index d764d8b60..9c32a72e5 100644 --- a/src/game/chr/chraicommands.c +++ b/src/game/chr/chraicommands.c @@ -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: diff --git a/src/game/game_00c490.c b/src/game/game_00c490.c index 4310da816..f28f8a691 100644 --- a/src/game/game_00c490.c +++ b/src/game/game_00c490.c @@ -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: diff --git a/src/game/game_011110.c b/src/game/game_011110.c index cde6a9603..2562b98f4 100644 --- a/src/game/game_011110.c +++ b/src/game/game_011110.c @@ -3061,7 +3061,7 @@ glabel var7f1a827c // } // // if (cheatIsActive(CHEAT_FARSIGHT)) { -// invGiveSingleWeapon(WEAPON_FARSIGHTXR20); +// invGiveSingleWeapon(WEAPON_FARSIGHT); // currentPlayerSetAmmoQuantity(AMMOTYPE_FARSIGHT, 80); // } // diff --git a/src/game/game_097ba0.c b/src/game/game_097ba0.c index 74aae4c58..6d8778201 100644 --- a/src/game/game_097ba0.c +++ b/src/game/game_097ba0.c @@ -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) { diff --git a/src/game/game_0b0fd0.c b/src/game/game_0b0fd0.c index 5325ddfbb..94972fc8b 100644 --- a/src/game/game_0b0fd0.c +++ b/src/game/game_0b0fd0.c @@ -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: diff --git a/src/game/game_127910.c b/src/game/game_127910.c index 7a9aea83e..630031ca7 100644 --- a/src/game/game_127910.c +++ b/src/game/game_127910.c @@ -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; diff --git a/src/game/game_129210.c b/src/game/game_129210.c index f7a67e107..3dd15404f 100644 --- a/src/game/game_129210.c +++ b/src/game/game_129210.c @@ -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(); diff --git a/src/game/game_197c00.c b/src/game/game_197c00.c index 65719a77b..e56f8496f 100644 --- a/src/game/game_197c00.c +++ b/src/game/game_197c00.c @@ -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--; } diff --git a/src/game/game_1999b0.c b/src/game/game_1999b0.c index 900decea5..c10654c39 100644 --- a/src/game/game_1999b0.c +++ b/src/game/game_1999b0.c @@ -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; diff --git a/src/game/mplayer/mplayer.c b/src/game/mplayer/mplayer.c index 5856858dc..2ba07a7bf 100644 --- a/src/game/mplayer/mplayer.c +++ b/src/game/mplayer/mplayer.c @@ -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 diff --git a/src/game/training/training.c b/src/game/training/training.c index f489a5482..cfe115e26 100644 --- a/src/game/training/training.c +++ b/src/game/training/training.c @@ -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 diff --git a/src/include/commands.h b/src/include/commands.h index f1629d98f..5f2fba304 100644 --- a/src/include/commands.h +++ b/src/include/commands.h @@ -857,7 +857,7 @@ * * Type 0 = if is in * Type 1 = if is in same room that the current chr is searching - * Type 2 = if 's camspy is within 150 units of + * Type 2 = if any player's camspy is within 150 units of * * Type 2 is hard coded to only work in G5 Building. */ diff --git a/src/include/constants.h b/src/include/constants.h index c22ea4f3c..0cc3ef8d9 100644 --- a/src/include/constants.h +++ b/src/include/constants.h @@ -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 diff --git a/tools/mksequences b/tools/mksequences index 444a488c9..bdf5c89fb 100755 --- a/tools/mksequences +++ b/tools/mksequences @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python3 import os import subprocess diff --git a/tools/mktextures b/tools/mktextures index c7d077313..3ec6fc12c 100755 --- a/tools/mktextures +++ b/tools/mktextures @@ -1,4 +1,4 @@ -#!/usr/bin/env python +#!/usr/bin/env python3 import os import sys