diff --git a/src/game/bondmove.c b/src/game/bondmove.c index 4bfb42190..119d4870f 100644 --- a/src/game/bondmove.c +++ b/src/game/bondmove.c @@ -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; // } // diff --git a/src/game/game_097ba0.c b/src/game/game_097ba0.c index b4fb8dd4d..fb6f2daa5 100644 --- a/src/game/game_097ba0.c +++ b/src/game/game_097ba0.c @@ -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: diff --git a/src/game/game_0b0420.c b/src/game/game_0b0420.c index ca284f1ac..a2f80b512 100644 --- a/src/game/game_0b0420.c +++ b/src/game/game_0b0420.c @@ -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: diff --git a/src/game/game_0fd660.c b/src/game/game_0fd660.c index 5910ad6a3..c0254536c 100644 --- a/src/game/game_0fd660.c +++ b/src/game/game_0fd660.c @@ -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 diff --git a/src/game/game_167ae0.c b/src/game/game_167ae0.c index 2008cae7b..ae7869e87 100644 --- a/src/game/game_167ae0.c +++ b/src/game/game_167ae0.c @@ -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()) { diff --git a/src/game/game_190260.c b/src/game/game_190260.c index aeed39714..3849aa889 100644 --- a/src/game/game_190260.c +++ b/src/game/game_190260.c @@ -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) diff --git a/src/game/training.c b/src/game/training.c index 7283bb2bf..20634a3a8 100644 --- a/src/game/training.c +++ b/src/game/training.c @@ -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; // } // }