Replace some handnum numbers with HAND constants
This commit is contained in:
parent
0a345cc5d6
commit
4d74cda856
|
|
@ -4903,7 +4903,7 @@ glabel var7f1ad8e4
|
|||
// if (getCurrentPlayerWeaponId(0) == WEAPON_FARSIGHTXR20
|
||||
// && g_Vars.currentplayer->insightaimmode
|
||||
// && movedata.farsighttempautoseek == false
|
||||
// && g_Vars.currentplayer->hands[0].weaponfunc == FUNC_SECONDARY
|
||||
// && g_Vars.currentplayer->hands[HAND_RIGHT].weaponfunc == FUNC_SECONDARY
|
||||
// && g_Vars.currentplayer->autoeraserdist > 0) {
|
||||
// spac = func0f0b49b8(500.0f / g_Vars.currentplayer->autoeraserdist);
|
||||
//
|
||||
|
|
@ -4939,7 +4939,7 @@ glabel var7f1ad8e4
|
|||
// }
|
||||
//
|
||||
// if (getCurrentPlayerWeaponId(0) == WEAPON_AR34
|
||||
// && g_Vars.currentplayer->hands[0].weaponfunc == FUNC_SECONDARY) {
|
||||
// && g_Vars.currentplayer->hands[HAND_RIGHT].weaponfunc == FUNC_SECONDARY) {
|
||||
// spb0 = currentPlayerGetGunZoomFov();
|
||||
// }
|
||||
//
|
||||
|
|
@ -5134,8 +5134,8 @@ glabel var7f1ad8e4
|
|||
// func0f0c8004();
|
||||
//
|
||||
// if (movedata.detonating) {
|
||||
// g_Vars.currentplayer->hands[0].unk0658 = 0;
|
||||
// g_Vars.currentplayer->hands[0].unk065c = 0;
|
||||
// g_Vars.currentplayer->hands[HAND_RIGHT].unk0658 = 0;
|
||||
// g_Vars.currentplayer->hands[HAND_RIGHT].unk065c = 0;
|
||||
// playerActivateRemoteMineDetonator(g_Vars.currentplayernum);
|
||||
// }
|
||||
//
|
||||
|
|
@ -5176,12 +5176,12 @@ glabel var7f1ad8e4
|
|||
// && g_Vars.currentplayer->autoyaimprop
|
||||
// && weaponHasInvEFlag(weaponnum, 0x00000002)
|
||||
// )
|
||||
// || (getCurrentPlayerWeaponId(0) == WEAPON_CMP150 && g_Vars.currentplayer->hands[0].weaponfunc == FUNC_SECONDARY)) {
|
||||
// || (getCurrentPlayerWeaponId(0) == WEAPON_CMP150 && g_Vars.currentplayer->hands[HAND_RIGHT].weaponfunc == FUNC_SECONDARY)) {
|
||||
// // Auto aim - move crosshair towards target
|
||||
// s32 followlockon = false;
|
||||
//
|
||||
// if (getCurrentPlayerWeaponId(0) == WEAPON_CMP150
|
||||
// && g_Vars.currentplayer->hands[0].weaponfunc == FUNC_SECONDARY) {
|
||||
// && g_Vars.currentplayer->hands[HAND_RIGHT].weaponfunc == FUNC_SECONDARY) {
|
||||
// followlockon = true;
|
||||
// }
|
||||
//
|
||||
|
|
|
|||
|
|
@ -1249,7 +1249,7 @@ bool func0f098884(struct remoteminething *arg0, struct hand *hand)
|
|||
return true;
|
||||
}
|
||||
|
||||
if (arg0->unk01 == 1 && g_Vars.currentplayer->hands[1].unk0640 == 1) {
|
||||
if (arg0->unk01 == 1 && g_Vars.currentplayer->hands[HAND_LEFT].unk0640 == 1) {
|
||||
result = true;
|
||||
}
|
||||
|
||||
|
|
@ -13672,8 +13672,8 @@ void playerDetonateRemoteMines(s32 playernum)
|
|||
s32 prevplayernum = g_Vars.currentplayernum;
|
||||
setCurrentPlayerNum(playernum);
|
||||
|
||||
if (g_Vars.currentplayer->hands[1].weaponnum == WEAPON_REMOTEMINE) {
|
||||
func0f0988e0(var80070200, 1, &g_Vars.currentplayer->hands[1]);
|
||||
if (g_Vars.currentplayer->hands[HAND_LEFT].weaponnum == WEAPON_REMOTEMINE) {
|
||||
func0f0988e0(var80070200, 1, &g_Vars.currentplayer->hands[HAND_LEFT]);
|
||||
}
|
||||
|
||||
setCurrentPlayerNum(prevplayernum);
|
||||
|
|
@ -20451,12 +20451,12 @@ glabel var7f1acb14
|
|||
//
|
||||
// // Sanity check - make sure the sniper isn't set to alt function
|
||||
// // permanently (this is impossible).
|
||||
// if (g_Vars.currentplayer->hands[0].weaponfunc != 1) {
|
||||
// if (g_Vars.currentplayer->hands[HAND_RIGHT].weaponfunc != 1) {
|
||||
// return 0;
|
||||
// }
|
||||
//
|
||||
// // Do crouch or stand
|
||||
// g_Vars.currentplayer->hands[0].unk0d0f_03 = true;
|
||||
// g_Vars.currentplayer->hands[HAND_RIGHT].unk0d0f_03 = true;
|
||||
// return 2;
|
||||
// case WEAPON_RCP120:
|
||||
// case WEAPON_LAPTOPGUN:
|
||||
|
|
@ -20466,7 +20466,7 @@ glabel var7f1acb14
|
|||
// g_Vars.currentplayer->invertgunfunc = true;
|
||||
//
|
||||
// if (arg2 && currentPlayerIsUsingSecondaryFunction() == true) {
|
||||
// g_Vars.currentplayer->hands[0].unk0d0f_03 = true;
|
||||
// g_Vars.currentplayer->hands[HAND_RIGHT].unk0d0f_03 = true;
|
||||
// }
|
||||
//
|
||||
// return 1;
|
||||
|
|
@ -20519,7 +20519,7 @@ glabel var7f1acb14
|
|||
|
||||
void func0f0a8c50(void)
|
||||
{
|
||||
if (g_Vars.currentplayer->hands[0].unk0d0f_03 == 0) {
|
||||
if (g_Vars.currentplayer->hands[HAND_RIGHT].unk0d0f_03 == 0) {
|
||||
g_Vars.currentplayer->invertgunfunc = false;
|
||||
}
|
||||
}
|
||||
|
|
@ -20665,8 +20665,8 @@ void currentPlayerTickInventory(bool triggeron)
|
|||
|
||||
if (g_Vars.tickmode == TICKMODE_CUTSCENE) {
|
||||
triggeron = false;
|
||||
g_Vars.currentplayer->hands[1].unk063c = 0;
|
||||
g_Vars.currentplayer->hands[0].unk063c = 0;
|
||||
g_Vars.currentplayer->hands[HAND_LEFT].unk063c = 0;
|
||||
g_Vars.currentplayer->hands[HAND_RIGHT].unk063c = 0;
|
||||
}
|
||||
|
||||
player->playertriggerprev = player->playertriggeron;
|
||||
|
|
@ -20682,8 +20682,8 @@ void currentPlayerTickInventory(bool triggeron)
|
|||
if (player->playertriggeron) {
|
||||
player->playertrigtime240 += g_Vars.lvupdate240;
|
||||
|
||||
if (player->hands[1].unk0640
|
||||
&& player->hands[0].unk0640
|
||||
if (player->hands[HAND_LEFT].unk0640
|
||||
&& player->hands[HAND_RIGHT].unk0640
|
||||
&& player->weaponnum != WEAPON_REMOTEMINE) {
|
||||
if (player->playertrigtime240 > 80) {
|
||||
gunsfiring[player->curguntofire] = 1;
|
||||
|
|
@ -20729,16 +20729,16 @@ void currentPlayerTickInventory(bool triggeron)
|
|||
if (cheatIsActive(CHEAT_UNLIMITEDAMMONORELOADS)) {
|
||||
s32 i;
|
||||
struct weapon *weapon;
|
||||
struct hand *hand1 = &g_Vars.currentplayer->hands[1];
|
||||
struct hand *hand0 = &g_Vars.currentplayer->hands[0];
|
||||
struct hand *lhand = &g_Vars.currentplayer->hands[HAND_LEFT];
|
||||
struct hand *rhand = &g_Vars.currentplayer->hands[HAND_RIGHT];
|
||||
|
||||
weapon = weaponFindById(hand0->weaponnum);
|
||||
weapon = weaponFindById(rhand->weaponnum);
|
||||
|
||||
for (i = 0; i != 2; i++) {
|
||||
if (weapon && weapon->ammos[i] &&
|
||||
ammotypeAllowsUnlimitedAmmo(weapon->ammos[i]->type)) {
|
||||
hand0->loadedammo[i] = hand0->clipsizes[i];
|
||||
hand1->loadedammo[i] = hand1->clipsizes[i];
|
||||
rhand->loadedammo[i] = rhand->clipsizes[i];
|
||||
lhand->loadedammo[i] = lhand->clipsizes[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -20780,29 +20780,29 @@ void func0f0a93e0(struct coord *coord)
|
|||
{
|
||||
struct player *player = g_Vars.currentplayer;
|
||||
|
||||
player->hands[0].unk07f8.x = handGetXOffset(0) + coord->x;
|
||||
player->hands[0].unk07f8.y = coord->y;
|
||||
player->hands[0].unk07f8.z = coord->z;
|
||||
player->hands[HAND_RIGHT].unk07f8.x = handGetXOffset(HAND_RIGHT) + coord->x;
|
||||
player->hands[HAND_RIGHT].unk07f8.y = coord->y;
|
||||
player->hands[HAND_RIGHT].unk07f8.z = coord->z;
|
||||
|
||||
player->hands[1].unk07f8.x = handGetXOffset(1) + coord->x;
|
||||
player->hands[1].unk07f8.y = coord->y;
|
||||
player->hands[1].unk07f8.z = coord->z;
|
||||
player->hands[HAND_LEFT].unk07f8.x = handGetXOffset(HAND_LEFT) + coord->x;
|
||||
player->hands[HAND_LEFT].unk07f8.y = coord->y;
|
||||
player->hands[HAND_LEFT].unk07f8.z = coord->z;
|
||||
}
|
||||
|
||||
void func0f0a9464(struct coord *coord)
|
||||
{
|
||||
struct player *player = g_Vars.currentplayer;
|
||||
|
||||
player->hands[1].unk0b94.x = player->hands[0].unk0b94.x = coord->x;
|
||||
player->hands[1].unk0b94.y = player->hands[0].unk0b94.y = coord->y;
|
||||
player->hands[1].unk0b94.z = player->hands[0].unk0b94.z = coord->z;
|
||||
player->hands[HAND_LEFT].unk0b94.x = player->hands[HAND_RIGHT].unk0b94.x = coord->x;
|
||||
player->hands[HAND_LEFT].unk0b94.y = player->hands[HAND_RIGHT].unk0b94.y = coord->y;
|
||||
player->hands[HAND_LEFT].unk0b94.z = player->hands[HAND_RIGHT].unk0b94.z = coord->z;
|
||||
}
|
||||
|
||||
void func0f0a9494(u32 operation)
|
||||
{
|
||||
switch (operation) {
|
||||
case 0:
|
||||
g_Vars.currentplayer->hands[1].unk0cec = g_Vars.currentplayer->hands[0].unk0cec = false;
|
||||
g_Vars.currentplayer->hands[HAND_LEFT].unk0cec = g_Vars.currentplayer->hands[HAND_RIGHT].unk0cec = false;
|
||||
break;
|
||||
case 1:
|
||||
break;
|
||||
|
|
@ -20818,16 +20818,16 @@ void func0f0a94d0(u32 operation, struct coord *a, struct coord *b)
|
|||
if (a->x > -100000.0f && a->x < 100000.0f
|
||||
&& a->y > -100000.0f && a->y < 100000.0f
|
||||
&& a->z > -100000.0f && a->z < 100000.0f) {
|
||||
player->hands[0].unk0cec = true;
|
||||
player->hands[1].unk0cec = true;
|
||||
player->hands[HAND_RIGHT].unk0cec = true;
|
||||
player->hands[HAND_LEFT].unk0cec = true;
|
||||
|
||||
player->hands[1].unk0cf0.x = player->hands[0].unk0cf0.x = a->x;
|
||||
player->hands[1].unk0cf0.y = player->hands[0].unk0cf0.y = a->y;
|
||||
player->hands[1].unk0cf0.z = player->hands[0].unk0cf0.z = a->z;
|
||||
player->hands[HAND_LEFT].unk0cf0.x = player->hands[HAND_RIGHT].unk0cf0.x = a->x;
|
||||
player->hands[HAND_LEFT].unk0cf0.y = player->hands[HAND_RIGHT].unk0cf0.y = a->y;
|
||||
player->hands[HAND_LEFT].unk0cf0.z = player->hands[HAND_RIGHT].unk0cf0.z = a->z;
|
||||
|
||||
player->hands[1].unk0cfc.x = player->hands[0].unk0cfc.x = b->x;
|
||||
player->hands[1].unk0cfc.y = player->hands[0].unk0cfc.y = b->y;
|
||||
player->hands[1].unk0cfc.z = player->hands[0].unk0cfc.z = b->z;
|
||||
player->hands[HAND_LEFT].unk0cfc.x = player->hands[HAND_RIGHT].unk0cfc.x = b->x;
|
||||
player->hands[HAND_LEFT].unk0cfc.y = player->hands[HAND_RIGHT].unk0cfc.y = b->y;
|
||||
player->hands[HAND_LEFT].unk0cfc.z = player->hands[HAND_RIGHT].unk0cfc.z = b->z;
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
|
|
|
|||
|
|
@ -1646,7 +1646,9 @@ s8 weaponGetMaxFireRatePerTick(u32 weaponnum, u32 funcindex)
|
|||
|
||||
u32 currentPlayerGetSight(void)
|
||||
{
|
||||
struct weaponfunc *func = weaponGetFunctionById(g_Vars.currentplayer->hands[0].weaponnum, g_Vars.currentplayer->hands[0].weaponfunc);
|
||||
struct weaponfunc *func = weaponGetFunctionById(
|
||||
g_Vars.currentplayer->hands[HAND_RIGHT].weaponnum,
|
||||
g_Vars.currentplayer->hands[HAND_RIGHT].weaponfunc);
|
||||
|
||||
if (func && (func->type & 0xff) == INVENTORYFUNCTYPE_CLOSE) {
|
||||
return SIGHT_NONE;
|
||||
|
|
@ -1656,7 +1658,7 @@ u32 currentPlayerGetSight(void)
|
|||
return SIGHT_CLASSIC;
|
||||
}
|
||||
|
||||
switch (g_Vars.currentplayer->hands[0].weaponnum) {
|
||||
switch (g_Vars.currentplayer->hands[HAND_RIGHT].weaponnum) {
|
||||
case WEAPON_HORIZONSCANNER:
|
||||
return SIGHT_NONE;
|
||||
case WEAPON_NONE:
|
||||
|
|
|
|||
|
|
@ -624,7 +624,7 @@ void activemenuApply(s32 slot)
|
|||
if (g_FrIsValidWeapon) {
|
||||
s32 weaponnum = frGetWeaponBySlot(frGetSlot());
|
||||
|
||||
if (g_Vars.currentplayer->hands[0].weaponnum == weaponnum) {
|
||||
if (g_Vars.currentplayer->hands[HAND_RIGHT].weaponnum == weaponnum) {
|
||||
pass = false;
|
||||
}
|
||||
}
|
||||
|
|
@ -745,8 +745,8 @@ void activemenuGetSlotDetails(s32 slot, u32 *flags, char *label)
|
|||
if (slot == 4) {
|
||||
strcpy(label, langGet(L_MISC(171))); // "Function"
|
||||
} else if (slot == 1 || slot == 7) {
|
||||
prifunc = weaponGetFunction(&g_Vars.currentplayer->hands[0].weaponnum, FUNC_PRIMARY);
|
||||
secfunc = weaponGetFunction(&g_Vars.currentplayer->hands[0].weaponnum, FUNC_SECONDARY);
|
||||
prifunc = weaponGetFunction(&g_Vars.currentplayer->hands[HAND_RIGHT].weaponnum, FUNC_PRIMARY);
|
||||
secfunc = weaponGetFunction(&g_Vars.currentplayer->hands[HAND_RIGHT].weaponnum, FUNC_SECONDARY);
|
||||
|
||||
if (slot == 1) {
|
||||
if (!secfunc
|
||||
|
|
|
|||
|
|
@ -2779,8 +2779,8 @@ void func0f16b96c(void)
|
|||
}
|
||||
|
||||
for (j = 0; j < PLAYERCOUNT(); j++) {
|
||||
g_Vars.players[j]->hands[1].unk0cec = 0;
|
||||
g_Vars.players[j]->hands[0].unk0cec = 0;
|
||||
g_Vars.players[j]->hands[HAND_LEFT].unk0cec = 0;
|
||||
g_Vars.players[j]->hands[HAND_RIGHT].unk0cec = 0;
|
||||
}
|
||||
|
||||
if (soloIsPaused()) {
|
||||
|
|
|
|||
|
|
@ -1338,7 +1338,7 @@ u32 func0f1915b4(struct chrdata *chr)
|
|||
return chr->aibot->weaponnum;
|
||||
}
|
||||
|
||||
return g_Vars.players[propGetPlayerNum(chr->prop)]->hands[0].weaponnum;
|
||||
return g_Vars.players[propGetPlayerNum(chr->prop)]->hands[HAND_RIGHT].weaponnum;
|
||||
}
|
||||
|
||||
u8 func0f191600(struct chrdata *chr)
|
||||
|
|
|
|||
|
|
@ -2351,7 +2351,7 @@ bool frIsAmmoWasted(void)
|
|||
if (g_FrData.proxyendtimer == 0) {
|
||||
// Initial state - set the timer to 5 seconds if player is now out of mines
|
||||
ammotype = weaponGetAmmoType(weaponnum, 0);
|
||||
hand = &g_Vars.currentplayer->hands[0];
|
||||
hand = &g_Vars.currentplayer->hands[HAND_RIGHT];
|
||||
|
||||
if (ammoGetQuantity(ammotype) + hand->loadedammo[0] == 0) {
|
||||
g_FrData.proxyendtimer = 300;
|
||||
|
|
@ -3544,7 +3544,7 @@ glabel var7f1b94e4
|
|||
// // Prevent showing the menu until gun is put away
|
||||
// if (g_FrData.menucountdown <= 0) {
|
||||
// if ((g_FrData.menutype == FRMENUTYPE_FAILED || g_FrData.menutype == FRMENUTYPE_COMPLETED)
|
||||
// && g_Vars.currentplayer->hands[0].weaponnum != WEAPON_UNARMED) {
|
||||
// && g_Vars.currentplayer->hands[HAND_RIGHT].weaponnum != WEAPON_UNARMED) {
|
||||
// g_FrData.menucountdown = 1;
|
||||
// }
|
||||
// }
|
||||
|
|
|
|||
Loading…
Reference in New Issue