Rename some fields to be suffixed with "num" for consistency
This commit is contained in:
parent
a78e70e36a
commit
75a888947b
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@ -1521,7 +1521,7 @@ void currentPlayerUpdateVerticalMovement(void)
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&& prop->type == PROPTYPE_OBJ) {
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obj = prop->obj;
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if (obj->obj == MODEL_HOVBIKE) {
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if (obj->modelnum == MODEL_HOVBIKE) {
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amount = (obj->maxdamage - obj->damage + 1) / 250.0f;
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obj->flags &= ~OBJFLAG_INVINCIBLE;
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func0f0852ac(obj, amount, &obj->prop->pos, 0x22, -1);
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@ -10922,7 +10922,7 @@ struct prop *chrGetEquippedWeaponPropWithCheck(struct chrdata *chr, s32 hand)
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if (prop) {
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struct weaponobj *weapon = prop->weapon;
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if (!weaponHasFlag(weapon->weapon_id, WEAPONFLAG_00000010)) {
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if (!weaponHasFlag(weapon->weaponnum, WEAPONFLAG_00000010)) {
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prop = NULL;
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}
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}
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@ -12839,7 +12839,7 @@ bool chrTryAttackAmount(struct chrdata *chr, u32 arg1, u32 arg2, u8 lower, u8 up
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percentage = 0;
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}
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ammo = weaponGetAmmoByFunction(weapon->weapon_id, 0);
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ammo = weaponGetAmmoByFunction(weapon->weaponnum, 0);
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if (ammo) {
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quantity = ammo->clipsize * percentage;
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@ -13847,7 +13847,7 @@ s32 chrConsiderGrenadeThrow(struct chrdata *chr, u32 entitytype, u32 entityid)
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if (rightprop) {
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weapon = rightprop->weapon;
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if (weapon->weapon_id == WEAPON_GRENADE || weapon->weapon_id == WEAPON_NBOMB) {
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if (weapon->weaponnum == WEAPON_GRENADE || weapon->weaponnum == WEAPON_NBOMB) {
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chrThrowGrenade(chr, 0, false);
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chr->act_throwgrenade.entitytype = entitytype;
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chr->act_throwgrenade.entityid = entityid;
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@ -13858,7 +13858,7 @@ s32 chrConsiderGrenadeThrow(struct chrdata *chr, u32 entitytype, u32 entityid)
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if (!done && leftprop) {
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weapon = leftprop->weapon;
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if (weapon->weapon_id == WEAPON_GRENADE || weapon->weapon_id == WEAPON_NBOMB) {
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if (weapon->weaponnum == WEAPON_GRENADE || weapon->weaponnum == WEAPON_NBOMB) {
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chrThrowGrenade(chr, 1, false);
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chr->act_throwgrenade.entitytype = entitytype;
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chr->act_throwgrenade.entityid = entityid;
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@ -22258,7 +22258,7 @@ bool chrDetectDangerousObject(struct chrdata *chr, u8 flags)
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if (prop) {
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if ((flags & 1) && prop->weapon &&
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prop->weapon->weapon_id == WEAPON_GRENADE &&
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prop->weapon->weaponnum == WEAPON_GRENADE &&
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prop->weapon->unk62 < 480) {
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pass = true;
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}
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@ -849,8 +849,8 @@ bool ai001a(void)
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vector.z = chr2->prop->pos.z - chr1->prop->pos.z;
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scaleTo1(&vector.x, &vector.y, &vector.z);
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weapon = prop->weapon;
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thing = func0f0b1d28(&weapon->weapon_id);
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func0f034330(chr2, thing, &vector, &weapon->weapon_id, chr1->prop, (s8)cmd[4]);
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thing = func0f0b1d28(&weapon->weaponnum);
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func0f034330(chr2, thing, &vector, &weapon->weaponnum, chr1->prop, (s8)cmd[4]);
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}
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}
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@ -2182,7 +2182,7 @@ glabel aiIfWeaponThrownOnObject
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// if (prop->type == PROPTYPE_WEAPON) {
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// struct weaponobj *weapon = prop->weapon;
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//
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// if (weapon->weapon_id == cmd[2]) {
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// if (weapon->weaponnum == cmd[2]) {
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// pass = true;
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// }
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// }
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@ -2348,7 +2348,7 @@ bool aiDestroyObject(void)
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if (obj && obj->prop && func0f0687b8(obj) == 0) {
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struct defaultobj *entity = obj->prop->obj;
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if (entity->obj == MODEL_ELVIS_SAUCER) {
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if (entity->modelnum == MODEL_ELVIS_SAUCER) {
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obj->flags = (obj->flags & ~OBJFLAG_00010000) | OBJFLAG_INVINCIBLE;
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func0f129900(entity->prop, &entity->prop->pos, entity->prop->rooms, 3, 0);
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func0f12e714(entity->prop, 0x16);
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@ -2410,10 +2410,10 @@ bool aiChrDropWeapon(void)
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if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
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u32 prevplayernum = g_Vars.currentplayernum;
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u32 playernum = propGetPlayerNum(chr->prop);
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u32 weapon_id;
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u32 weaponnum;
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setCurrentPlayerNum(playernum);
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weapon_id = getCurrentPlayerWeaponId(0);
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currentPlayerRemoveWeapon(weapon_id);
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weaponnum = getCurrentPlayerWeaponId(0);
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currentPlayerRemoveWeapon(weaponnum);
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func0f0a1c2c();
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setCurrentPlayerNum(prevplayernum);
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} else if (chr && chr->prop) {
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@ -4542,7 +4542,7 @@ bool aiDuplicateChr(void)
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if (srcweapon0prop) {
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srcweapon0 = srcweapon0prop->weapon;
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cloneweapon0prop = chrGiveWeapon(clone, srcweapon0->base.obj, srcweapon0->weapon_id, 0);
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cloneweapon0prop = chrGiveWeapon(clone, srcweapon0->base.modelnum, srcweapon0->weaponnum, 0);
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if (cloneweapon0prop) {
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cloneweapon0 = cloneweapon0prop->weapon;
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@ -4553,7 +4553,7 @@ bool aiDuplicateChr(void)
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if (srcweapon1prop) {
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srcweapon1 = srcweapon1prop->weapon;
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cloneweapon1prop = chrGiveWeapon(clone, srcweapon1->base.obj, srcweapon1->weapon_id, 0x10000000);
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cloneweapon1prop = chrGiveWeapon(clone, srcweapon1->base.modelnum, srcweapon1->weaponnum, 0x10000000);
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if (cloneweapon1prop) {
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cloneweapon1 = cloneweapon1prop->weapon;
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@ -4568,7 +4568,7 @@ bool aiDuplicateChr(void)
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if (chr->weapons_held[2]) {
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struct defaultobj *obj = chr->weapons_held[2]->obj;
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chrTryEquipHat(clone, obj->obj, 0);
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chrTryEquipHat(clone, obj->modelnum, 0);
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}
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clone->flags = chr->flags;
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@ -5421,7 +5421,7 @@ bool aiShowObj(void)
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if (g_Vars.currentplayer->eyespy == NULL && obj->type == OBJTYPE_WEAPON) {
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struct weaponobj *weapon = (struct weaponobj *) obj;
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if (weapon->weapon_id == WEAPON_CAMSPY) {
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if (weapon->weaponnum == WEAPON_CAMSPY) {
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currentPlayerInitEyespy();
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}
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}
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@ -10949,7 +10949,7 @@ bool aiChrSetCutsceneWeapon(void)
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struct weaponobj *weapon = chr->weapons_held[0]->weapon;
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bool valid = true;
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switch (weapon->weapon_id) {
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switch (weapon->weaponnum) {
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case WEAPON_FALCON2:
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case WEAPON_FALCON2_SILENCER:
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case WEAPON_FALCON2_SCOPE:
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@ -21,48 +21,48 @@
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// 2da90
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struct mptrack g_MpTracks[NUM_MPTRACKS] = {
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// Audio ID, duration, name, unlock after stage
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/*0x00*/ { 0x3a, 160, L_MISC(124), -1 }, // "Dark Combat"
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/*0x01*/ { 0x3b, 170, L_MISC(125), -1 }, // "Skedar Mystery"
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/*0x02*/ { 0x3d, 170, L_MISC(126), -1 }, // "CI Operative"
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/*0x03*/ { 0x3e, 180, L_MISC(127), -1 }, // "dataDyne Action"
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/*0x04*/ { 0x3f, 200, L_MISC(128), -1 }, // "Maian Tears"
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/*0x05*/ { 0x40, 197, L_MISC(129), -1 }, // "Alien Conflict"
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/*0x06*/ { 0x0d, 120, L_MISC(130), -1 }, // "Carrington Institute"
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/*0x07*/ { 0x09, 120, L_MISC(131), SOLOSTAGEINDEX_DEFECTION }, // "dD Central"
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/*0x08*/ { 0x10, 120, L_MISC(132), SOLOSTAGEINDEX_DEFECTION }, // "dD Central X"
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/*0x09*/ { 0x12, 120, L_MISC(133), SOLOSTAGEINDEX_INVESTIGATION }, // "dD Research"
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/*0x0a*/ { 0x13, 120, L_MISC(134), SOLOSTAGEINDEX_INVESTIGATION }, // "dD Research X"
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/*0x0b*/ { 0x02, 120, L_MISC(135), SOLOSTAGEINDEX_EXTRACTION }, // "dD Extraction"
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/*0x0c*/ { 0x11, 120, L_MISC(136), SOLOSTAGEINDEX_EXTRACTION }, // "dD Extraction X"
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/*0x0d*/ { 0x0c, 120, L_MISC(137), SOLOSTAGEINDEX_VILLA }, // "Carrington Villa"
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/*0x0e*/ { 0x27, 120, L_MISC(138), SOLOSTAGEINDEX_VILLA }, // "Carrington Villa X"
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/*0x0f*/ { 0x0e, 120, L_MISC(139), SOLOSTAGEINDEX_CHICAGO }, // "Chicago"
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/*0x10*/ { 0x28, 120, L_MISC(140), SOLOSTAGEINDEX_CHICAGO }, // "Chicago X"
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/*0x11*/ { 0x0f, 120, L_MISC(141), SOLOSTAGEINDEX_G5BUILDING }, // "G5 Building"
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/*0x12*/ { 0x29, 120, L_MISC(142), SOLOSTAGEINDEX_G5BUILDING }, // "G5 Building X"
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/*0x13*/ { 0x14, 120, L_MISC(143), SOLOSTAGEINDEX_INFILTRATION }, // "A51 Infiltration"
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/*0x14*/ { 0x2a, 120, L_MISC(144), SOLOSTAGEINDEX_INFILTRATION }, // "A51 Infiltration X"
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/*0x15*/ { 0x16, 120, L_MISC(145), SOLOSTAGEINDEX_RESCUE }, // "A51 Rescue"
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/*0x16*/ { 0x32, 120, L_MISC(146), SOLOSTAGEINDEX_RESCUE }, // "A51 Rescue X"
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/*0x17*/ { 0x06, 120, L_MISC(147), SOLOSTAGEINDEX_ESCAPE }, // "A51 Escape"
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/*0x18*/ { 0x33, 120, L_MISC(148), SOLOSTAGEINDEX_ESCAPE }, // "A51 Escape X"
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/*0x19*/ { 0x17, 120, L_MISC(149), SOLOSTAGEINDEX_AIRBASE }, // "Air Base"
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/*0x1a*/ { 0x34, 120, L_MISC(150), SOLOSTAGEINDEX_AIRBASE }, // "Air Base X"
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/*0x1b*/ { 0x18, 120, L_MISC(151), SOLOSTAGEINDEX_AIRFORCEONE }, // "Air Force One"
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/*0x1c*/ { 0x35, 120, L_MISC(152), SOLOSTAGEINDEX_AIRFORCEONE }, // "Air Force One X"
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/*0x1d*/ { 0x1d, 120, L_MISC(153), SOLOSTAGEINDEX_CRASHSITE }, // "Crash Site"
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/*0x1e*/ { 0x1e, 120, L_MISC(154), SOLOSTAGEINDEX_CRASHSITE }, // "Crash Site X"
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/*0x1f*/ { 0x1c, 120, L_MISC(155), SOLOSTAGEINDEX_PELAGIC }, // "Pelagic II"
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/*0x20*/ { 0x36, 120, L_MISC(156), SOLOSTAGEINDEX_PELAGIC }, // "Pelagic II X"
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/*0x21*/ { 0x07, 120, L_MISC(157), SOLOSTAGEINDEX_DEEPSEA }, // "Deep Sea"
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/*0x22*/ { 0x37, 120, L_MISC(158), SOLOSTAGEINDEX_DEEPSEA }, // "Deep Sea X"
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/*0x23*/ { 0x04, 120, L_MISC(159), SOLOSTAGEINDEX_DEFENSE }, // "Institute Defense"
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/*0x24*/ { 0x24, 120, L_MISC(160), SOLOSTAGEINDEX_DEFENSE }, // "Institute Defense X"
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/*0x25*/ { 0x1f, 120, L_MISC(161), SOLOSTAGEINDEX_ATTACKSHIP }, // "Attack Ship"
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/*0x26*/ { 0x20, 120, L_MISC(162), SOLOSTAGEINDEX_ATTACKSHIP }, // "Attack Ship X"
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/*0x27*/ { 0x21, 120, L_MISC(163), SOLOSTAGEINDEX_SKEDARRUINS }, // "Skedar Ruins"
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/*0x28*/ { 0x38, 120, L_MISC(164), SOLOSTAGEINDEX_SKEDARRUINS }, // "Skedar Ruins X"
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/*0x29*/ { 0x58, 120, L_MISC(165), SOLOSTAGEINDEX_SKEDARRUINS }, // "End Credits"
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/*0x00*/ { MUSIC_DARK_COMBAT, 160, L_MISC(124), -1 }, // "Dark Combat"
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/*0x01*/ { MUSIC_SKEDAR_MYSTERY, 170, L_MISC(125), -1 }, // "Skedar Mystery"
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/*0x02*/ { MUSIC_CI_OPERATIVE, 170, L_MISC(126), -1 }, // "CI Operative"
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/*0x03*/ { MUSIC_DATADYNE_ACTION, 180, L_MISC(127), -1 }, // "dataDyne Action"
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/*0x04*/ { MUSIC_MAIAN_TEARS, 200, L_MISC(128), -1 }, // "Maian Tears"
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/*0x05*/ { MUSIC_ALIEN_CONFLICT, 197, L_MISC(129), -1 }, // "Alien Conflict"
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/*0x06*/ { MUSIC_CI, 120, L_MISC(130), -1 }, // "Carrington Institute"
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/*0x07*/ { MUSIC_DEFECTION, 120, L_MISC(131), SOLOSTAGEINDEX_DEFECTION }, // "dD Central"
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/*0x08*/ { MUSIC_DEFECTION_X, 120, L_MISC(132), SOLOSTAGEINDEX_DEFECTION }, // "dD Central X"
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/*0x09*/ { MUSIC_INVESTIGATION, 120, L_MISC(133), SOLOSTAGEINDEX_INVESTIGATION }, // "dD Research"
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/*0x0a*/ { MUSIC_INVESTIGATION_X, 120, L_MISC(134), SOLOSTAGEINDEX_INVESTIGATION }, // "dD Research X"
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/*0x0b*/ { MUSIC_EXTRACTION, 120, L_MISC(135), SOLOSTAGEINDEX_EXTRACTION }, // "dD Extraction"
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/*0x0c*/ { MUSIC_EXTRACTION_X, 120, L_MISC(136), SOLOSTAGEINDEX_EXTRACTION }, // "dD Extraction X"
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/*0x0d*/ { MUSIC_VILLA, 120, L_MISC(137), SOLOSTAGEINDEX_VILLA }, // "Carrington Villa"
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/*0x0e*/ { MUSIC_VILLA_X, 120, L_MISC(138), SOLOSTAGEINDEX_VILLA }, // "Carrington Villa X"
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/*0x0f*/ { MUSIC_CHICAGO, 120, L_MISC(139), SOLOSTAGEINDEX_CHICAGO }, // "Chicago"
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/*0x10*/ { MUSIC_CHICAGO_X, 120, L_MISC(140), SOLOSTAGEINDEX_CHICAGO }, // "Chicago X"
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/*0x11*/ { MUSIC_G5, 120, L_MISC(141), SOLOSTAGEINDEX_G5BUILDING }, // "G5 Building"
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/*0x12*/ { MUSIC_G5_X, 120, L_MISC(142), SOLOSTAGEINDEX_G5BUILDING }, // "G5 Building X"
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/*0x13*/ { MUSIC_INFILTRATION, 120, L_MISC(143), SOLOSTAGEINDEX_INFILTRATION }, // "A51 Infiltration"
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/*0x14*/ { MUSIC_INFILTRATION_X, 120, L_MISC(144), SOLOSTAGEINDEX_INFILTRATION }, // "A51 Infiltration X"
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/*0x15*/ { MUSIC_RESCUE, 120, L_MISC(145), SOLOSTAGEINDEX_RESCUE }, // "A51 Rescue"
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/*0x16*/ { MUSIC_RESCUE_X, 120, L_MISC(146), SOLOSTAGEINDEX_RESCUE }, // "A51 Rescue X"
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/*0x17*/ { MUSIC_ESCAPE, 120, L_MISC(147), SOLOSTAGEINDEX_ESCAPE }, // "A51 Escape"
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/*0x18*/ { MUSIC_ESCAPE_X, 120, L_MISC(148), SOLOSTAGEINDEX_ESCAPE }, // "A51 Escape X"
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/*0x19*/ { MUSIC_AIRBASE, 120, L_MISC(149), SOLOSTAGEINDEX_AIRBASE }, // "Air Base"
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/*0x1a*/ { MUSIC_AIRBASE_X, 120, L_MISC(150), SOLOSTAGEINDEX_AIRBASE }, // "Air Base X"
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/*0x1b*/ { MUSIC_AIRFORCEONE, 120, L_MISC(151), SOLOSTAGEINDEX_AIRFORCEONE }, // "Air Force One"
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/*0x1c*/ { MUSIC_AIRFORCEONE_X, 120, L_MISC(152), SOLOSTAGEINDEX_AIRFORCEONE }, // "Air Force One X"
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/*0x1d*/ { MUSIC_CRASHSITE, 120, L_MISC(153), SOLOSTAGEINDEX_CRASHSITE }, // "Crash Site"
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/*0x1e*/ { MUSIC_CRASHSITE_X, 120, L_MISC(154), SOLOSTAGEINDEX_CRASHSITE }, // "Crash Site X"
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/*0x1f*/ { MUSIC_PELAGIC, 120, L_MISC(155), SOLOSTAGEINDEX_PELAGIC }, // "Pelagic II"
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/*0x20*/ { MUSIC_PELAGIC_X, 120, L_MISC(156), SOLOSTAGEINDEX_PELAGIC }, // "Pelagic II X"
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/*0x21*/ { MUSIC_DEEPSEA, 120, L_MISC(157), SOLOSTAGEINDEX_DEEPSEA }, // "Deep Sea"
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/*0x22*/ { MUSIC_DEEPSEA_X, 120, L_MISC(158), SOLOSTAGEINDEX_DEEPSEA }, // "Deep Sea X"
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/*0x23*/ { MUSIC_DEFENSE, 120, L_MISC(159), SOLOSTAGEINDEX_DEFENSE }, // "Institute Defense"
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/*0x24*/ { MUSIC_DEFENSE_X, 120, L_MISC(160), SOLOSTAGEINDEX_DEFENSE }, // "Institute Defense X"
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/*0x25*/ { MUSIC_ATTACKSHIP, 120, L_MISC(161), SOLOSTAGEINDEX_ATTACKSHIP }, // "Attack Ship"
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/*0x26*/ { MUSIC_ATTACKSHIP_X, 120, L_MISC(162), SOLOSTAGEINDEX_ATTACKSHIP }, // "Attack Ship X"
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/*0x27*/ { MUSIC_SKEDARRUINS, 120, L_MISC(163), SOLOSTAGEINDEX_SKEDARRUINS }, // "Skedar Ruins"
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/*0x28*/ { MUSIC_SKEDARRUINS_X, 120, L_MISC(164), SOLOSTAGEINDEX_SKEDARRUINS }, // "Skedar Ruins X"
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/*0x29*/ { MUSIC_CREDITS, 120, L_MISC(165), SOLOSTAGEINDEX_SKEDARRUINS }, // "End Credits"
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};
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// 2db8c
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@ -208,7 +208,7 @@ s32 menuhandlerReplayPreviousMission(u32 operation, struct menu_item *item, s32
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{
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if (operation == MENUOP_SET) {
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g_MissionConfig.stageindex--;
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g_MissionConfig.stagenum = g_StageNames[g_MissionConfig.stageindex].stage_id;
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g_MissionConfig.stagenum = g_StageNames[g_MissionConfig.stageindex].stage;
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}
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return menuhandlerAcceptMission(operation, NULL, value);
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@ -504,7 +504,7 @@ void func0f10d770(void)
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s32 menuhandlerReplayLastLevel(u32 operation, struct menu_item *item, s32 *value)
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{
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if (operation == MENUOP_SET) {
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g_MissionConfig.stagenum = g_StageNames[g_MissionConfig.stageindex].stage_id;
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g_MissionConfig.stagenum = g_StageNames[g_MissionConfig.stageindex].stage;
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return menuhandlerAcceptMission(operation, NULL, value);
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}
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@ -320,7 +320,7 @@ glabel func0f111ad4
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// if (obj && obj->type == OBJTYPE_WEAPON) {
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// struct weaponobj *weapon = (struct weaponobj *)obj;
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//
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// if (weapon->weapon_id == weaponnum) {
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// if (weapon->weaponnum == weaponnum) {
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// return true;
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// }
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// }
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@ -525,7 +525,7 @@ bool currentPlayerGiveProp(struct prop *prop)
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if (cheatIsActive(CHEAT_PERFECTDARKNESS)
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&& prop->type == PROPTYPE_OBJ
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&& prop->obj
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&& prop->obj->obj == MODEL_CHRNIGHTSIGHT) {
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&& prop->obj->modelnum == MODEL_CHRNIGHTSIGHT) {
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return true;
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}
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@ -4915,7 +4915,7 @@ glabel var7f1b8228
|
|||
/* f17defc: 0062082b */ sltu $at,$v1,$v0
|
||||
/* f17df00: 50200018 */ beqzl $at,.L0f17df64
|
||||
/* f17df04: 00001025 */ or $v0,$zero,$zero
|
||||
/* f17df08: 0fc63088 */ jal mpGetTrackAudioId
|
||||
/* f17df08: 0fc63088 */ jal mpGetTrackMusicNum
|
||||
/* f17df0c: 00602025 */ or $a0,$v1,$zero
|
||||
/* f17df10: 0fc5b647 */ jal func0f16d91c
|
||||
/* f17df14: 00402025 */ or $a0,$v0,$zero
|
||||
|
|
|
|||
|
|
@ -797,7 +797,7 @@ void scenarioHtbCallback10(void)
|
|||
if (prop->type == PROPTYPE_WEAPON) {
|
||||
struct weaponobj *weapon = prop->weapon;
|
||||
|
||||
if (weapon->weapon_id == WEAPON_BRIEFCASE2) {
|
||||
if (weapon->weaponnum == WEAPON_BRIEFCASE2) {
|
||||
g_ScenarioData.htb.token = prop;
|
||||
}
|
||||
}
|
||||
|
|
@ -1656,7 +1656,7 @@ glabel scenarioCtcHighlight
|
|||
//bool scenarioCtcHighlight(struct prop *prop, u32 *colour)
|
||||
//{
|
||||
// if (prop->type == PROPTYPE_OBJ || prop->type == PROPTYPE_WEAPON || prop->type == PROPTYPE_DOOR) {
|
||||
// if (prop->obj->type == OBJTYPE_WEAPON && prop->weapon->weapon_id == WEAPON_BRIEFCASE2) {
|
||||
// if (prop->obj->type == OBJTYPE_WEAPON && prop->weapon->weaponnum == WEAPON_BRIEFCASE2) {
|
||||
// u32 teamcolour = g_TeamColours[prop->weapon->team];
|
||||
//
|
||||
// colour[0] = teamcolour >> 24 & 0xff;
|
||||
|
|
@ -3279,7 +3279,7 @@ void scenarioHtmCallback10(void)
|
|||
if (prop->type == PROPTYPE_WEAPON) {
|
||||
struct weaponobj *weapon = prop->weapon;
|
||||
|
||||
if (weapon->weapon_id == WEAPON_DATAUPLINK) {
|
||||
if (weapon->weaponnum == WEAPON_DATAUPLINK) {
|
||||
g_ScenarioData.htm.uplink = prop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -552,32 +552,32 @@ u32 propobjHandlePickupByAibot(struct prop *prop, struct chrdata *chr)
|
|||
case OBJTYPE_WEAPON:
|
||||
{
|
||||
struct weaponobj *weapon = prop->weapon;
|
||||
u32 itemtype = aibotGetInvItemType(chr, weapon->weapon_id);
|
||||
u32 itemtype = aibotGetInvItemType(chr, weapon->weaponnum);
|
||||
u32 result;
|
||||
u32 qty;
|
||||
|
||||
if (weapon->weapon_id == WEAPON_BRIEFCASE2) {
|
||||
if (weapon->weaponnum == WEAPON_BRIEFCASE2) {
|
||||
result = chrGiveBriefcase(chr, prop);
|
||||
} else if (weapon->weapon_id == WEAPON_DATAUPLINK) {
|
||||
} else if (weapon->weaponnum == WEAPON_DATAUPLINK) {
|
||||
result = chrGiveUplink(chr, prop);
|
||||
} else {
|
||||
propPlayPickupSound(prop, weapon->weapon_id);
|
||||
propPlayPickupSound(prop, weapon->weaponnum);
|
||||
qty = weaponGetPickupAmmoQty(weapon);
|
||||
|
||||
if (qty) {
|
||||
aibotGiveAmmoByWeapon(chr->aibot, weapon->weapon_id, weapon->dragonthrown, qty);
|
||||
aibotGiveAmmoByWeapon(chr->aibot, weapon->weaponnum, weapon->dragonthrown, qty);
|
||||
}
|
||||
|
||||
if (itemtype) {
|
||||
struct weapon *weapondef = weaponFindById(weapon->weapon_id);
|
||||
u32 originalpad = aibotGetWeaponPad(chr, weapon->weapon_id);
|
||||
struct weapon *weapondef = weaponFindById(weapon->weaponnum);
|
||||
u32 originalpad = aibotGetWeaponPad(chr, weapon->weaponnum);
|
||||
u32 currentpad = obj->pad;
|
||||
|
||||
if (itemtype == INVITEMTYPE_WEAP
|
||||
&& weapondef
|
||||
&& (weapondef->flags & WEAPONFLAG_DUALWIELD)
|
||||
&& originalpad != currentpad) {
|
||||
aibotGiveDualWeapon(chr, weapon->weapon_id);
|
||||
aibotGiveDualWeapon(chr, weapon->weaponnum);
|
||||
result = 1;
|
||||
} else {
|
||||
result = 2;
|
||||
|
|
@ -1060,14 +1060,14 @@ s32 mpObjIsSafe(struct defaultobj *obj)
|
|||
if (obj->type == OBJTYPE_WEAPON) {
|
||||
struct weaponobj *weapon = (struct weaponobj *)obj;
|
||||
|
||||
if (weapon->weapon_id == WEAPON_NBOMB ||
|
||||
weapon->weapon_id == WEAPON_GRENADE ||
|
||||
weapon->weapon_id == WEAPON_GRENADEROUND ||
|
||||
weapon->weapon_id == WEAPON_PROXIMITYMINE ||
|
||||
weapon->weapon_id == WEAPON_REMOTEMINE ||
|
||||
weapon->weapon_id == WEAPON_TIMEDMINE ||
|
||||
weapon->weapon_id == WEAPON_ROCKET2 ||
|
||||
(weapon->weapon_id == WEAPON_DRAGON && weapon->dragonthrown == 1)) {
|
||||
if (weapon->weaponnum == WEAPON_NBOMB ||
|
||||
weapon->weaponnum == WEAPON_GRENADE ||
|
||||
weapon->weaponnum == WEAPON_GRENADEROUND ||
|
||||
weapon->weaponnum == WEAPON_PROXIMITYMINE ||
|
||||
weapon->weaponnum == WEAPON_REMOTEMINE ||
|
||||
weapon->weaponnum == WEAPON_TIMEDMINE ||
|
||||
weapon->weaponnum == WEAPON_ROCKET2 ||
|
||||
(weapon->weaponnum == WEAPON_DRAGON && weapon->dragonthrown == 1)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -64,10 +64,10 @@ bool ciIsTourDone(void)
|
|||
return savefileHasFlag(SAVEFILEFLAG_CI_TOUR_DONE);
|
||||
}
|
||||
|
||||
u8 ciGetFiringRangeScore(s32 weapon_id)
|
||||
u8 ciGetFiringRangeScore(s32 weaponnum)
|
||||
{
|
||||
// Data at firingrangescores is a u8 array where each score uses 2 bits
|
||||
return (g_SoloSaveFile.firingrangescores[weapon_id >> 2] >> (weapon_id % 4) * 2) & 3;
|
||||
return (g_SoloSaveFile.firingrangescores[weaponnum >> 2] >> (weaponnum % 4) * 2) & 3;
|
||||
}
|
||||
|
||||
GLOBAL_ASM(
|
||||
|
|
@ -4129,7 +4129,7 @@ void func0f1a0924(struct prop *prop)
|
|||
struct defaultobj *obj = prop->obj;
|
||||
s32 i;
|
||||
|
||||
if (obj->obj == MODEL_TARGET) {
|
||||
if (obj->modelnum == MODEL_TARGET) {
|
||||
f32 sp68;
|
||||
f32 sp64;
|
||||
f32 sp60;
|
||||
|
|
|
|||
|
|
@ -4972,7 +4972,7 @@ s32 mpGetNumHeads(void)
|
|||
|
||||
s32 mpGetHeadId(u8 headnum)
|
||||
{
|
||||
return g_MpHeads[headnum].headid;
|
||||
return g_MpHeads[headnum].headnum;
|
||||
}
|
||||
|
||||
s32 mpGetHeadUnlockValue(u8 headnum)
|
||||
|
|
@ -4982,7 +4982,7 @@ s32 mpGetHeadUnlockValue(u8 headnum)
|
|||
|
||||
s32 mpGetBeauHeadId(u8 headnum)
|
||||
{
|
||||
return g_MpBeauHeads[headnum].headid;
|
||||
return g_MpBeauHeads[headnum].headnum;
|
||||
}
|
||||
|
||||
s32 mpGetNumBeauHeads(void)
|
||||
|
|
@ -5005,25 +5005,25 @@ s32 mpGetBodyId(u8 bodynum)
|
|||
return BODY_DARK_COMBAT;
|
||||
}
|
||||
|
||||
return g_MpBodies[bodynum].bodyid;
|
||||
return g_MpBodies[bodynum].bodynum;
|
||||
}
|
||||
|
||||
s32 mpGetBodyIndexByBodyId(u16 bodyid)
|
||||
s32 mpGetBodyIndexByBodyId(u16 bodynum)
|
||||
{
|
||||
s32 i;
|
||||
|
||||
if (bodyid == BODY_DRCAROLL) {
|
||||
if (bodynum == BODY_DRCAROLL) {
|
||||
return 62; // NUM_MPBODIES + 1
|
||||
}
|
||||
|
||||
for (i = 0; i != NUM_MPBODIES; i++) {
|
||||
if (g_MpBodies[i].bodyid == bodyid) {
|
||||
if (g_MpBodies[i].bodynum == bodynum) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
// @bug: Should return 0 as a fallback, not the first body's bodyid
|
||||
return g_MpBodies[0].bodyid;
|
||||
// @bug: Should return 0 as a fallback, not the first body's bodynum
|
||||
return g_MpBodies[0].bodynum;
|
||||
}
|
||||
|
||||
char *mpGetBodyName(u8 bodynum)
|
||||
|
|
@ -5056,10 +5056,10 @@ s32 mpBodyGetMpHeadIndex(s32 bodynum)
|
|||
bodynum = 0;
|
||||
}
|
||||
|
||||
headnum = g_MpBodies[bodynum].headid;
|
||||
headnum = g_MpBodies[bodynum].headnum;
|
||||
|
||||
if (headnum == 1000) {
|
||||
if (g_Bodies[g_MpBodies[bodynum].bodyid].ismale) {
|
||||
if (g_Bodies[g_MpBodies[bodynum].bodynum].ismale) {
|
||||
headnum = g_MpMaleHeads[random() % ARRAYCOUNT(g_MpMaleHeads)];
|
||||
} else {
|
||||
headnum = g_MpFemaleHeads[random() % ARRAYCOUNT(g_MpFemaleHeads)];
|
||||
|
|
@ -5067,7 +5067,7 @@ s32 mpBodyGetMpHeadIndex(s32 bodynum)
|
|||
}
|
||||
|
||||
for (i = 0; i != ARRAYCOUNT(g_MpHeads); i++) {
|
||||
if (g_MpHeads[i].headid == headnum) {
|
||||
if (g_MpHeads[i].headnum == headnum) {
|
||||
index = i;
|
||||
}
|
||||
}
|
||||
|
|
@ -5398,11 +5398,11 @@ s32 func0f18c200(void)
|
|||
return mpGetTrackSlotIndex(NUM_MPTRACKS);
|
||||
}
|
||||
|
||||
s32 mpGetTrackAudioId(s32 slotindex)
|
||||
s32 mpGetTrackMusicNum(s32 slotindex)
|
||||
{
|
||||
s32 tracknum = mpGetTrackNumAtSlotIndex(slotindex);
|
||||
|
||||
return g_MpTracks[tracknum].audioid;
|
||||
return g_MpTracks[tracknum].musicnum;
|
||||
}
|
||||
|
||||
char *mpGetTrackName(s32 slotindex)
|
||||
|
|
|
|||
|
|
@ -32652,8 +32652,8 @@ void propobjSetDropped(struct prop *prop, u32 reason)
|
|||
|
||||
if (g_Vars.unk00031c
|
||||
&& obj->type == OBJTYPE_WEAPON
|
||||
&& obj->obj != MODEL_CHRBRIEFCASE
|
||||
&& obj->obj != MODEL_CHRDATATHIEF) {
|
||||
&& obj->modelnum != MODEL_CHRBRIEFCASE
|
||||
&& obj->modelnum != MODEL_CHRDATATHIEF) {
|
||||
obj->flags3 |= OBJFLAG3_00000080;
|
||||
}
|
||||
}
|
||||
|
|
@ -38550,9 +38550,9 @@ s32 weaponGetPickupAmmoQty(struct weaponobj *weapon)
|
|||
return 20;
|
||||
}
|
||||
|
||||
ammotype = weaponGetAmmoType(weapon->weapon_id, 0);
|
||||
ammotype = weaponGetAmmoType(weapon->weaponnum, 0);
|
||||
|
||||
if (weapon->weapon_id == WEAPON_COMBATKNIFE || weapon->weapon_id == WEAPON_BOLT) {
|
||||
if (weapon->weaponnum == WEAPON_COMBATKNIFE || weapon->weaponnum == WEAPON_BOLT) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
@ -39418,21 +39418,21 @@ glabel var7f1aae70
|
|||
// s32 ammotype;
|
||||
//
|
||||
// if (g_Vars.normmplayerisrunning) {
|
||||
// if (weapon->weapon_id == WEAPON_BRIEFCASE2) {
|
||||
// if (weapon->weaponnum == WEAPON_BRIEFCASE2) {
|
||||
// u32 iVar2 = chrGiveBriefcase(g_Vars.currentplayer->prop->chr, prop);
|
||||
//
|
||||
// if (iVar2) {
|
||||
// func0f087d10(weapon->weapon_id);
|
||||
// func0f087d10(weapon->weaponnum);
|
||||
// }
|
||||
//
|
||||
// return iVar2;
|
||||
// }
|
||||
//
|
||||
// if (weapon->weapon_id == WEAPON_DATAUPLINK) {
|
||||
// if (weapon->weaponnum == WEAPON_DATAUPLINK) {
|
||||
// u32 iVar2 = chrGiveUplink(g_Vars.currentplayer->prop->chr, prop);
|
||||
//
|
||||
// if (iVar2) {
|
||||
// func0f087d10(weapon->weapon_id);
|
||||
// func0f087d10(weapon->weaponnum);
|
||||
// }
|
||||
//
|
||||
// return iVar2;
|
||||
|
|
@ -39441,12 +39441,12 @@ glabel var7f1aae70
|
|||
//
|
||||
// // acc
|
||||
// if (g_Vars.in_cutscene == false) {
|
||||
// func0f087d10(weapon->weapon_id);
|
||||
// func0f087d10(weapon->weaponnum);
|
||||
// }
|
||||
//
|
||||
// // af4
|
||||
// if (obj->hidden & OBJHFLAG_00000400) {
|
||||
// if (weapon->weapon_id <= WEAPON_PSYCHOSISGUN) {
|
||||
// if (weapon->weaponnum <= WEAPON_PSYCHOSISGUN) {
|
||||
// count = func0f1120f0(prop);
|
||||
// sp148[0] = 1;
|
||||
// }
|
||||
|
|
@ -39457,7 +39457,7 @@ glabel var7f1aae70
|
|||
// if (text) {
|
||||
// func0f0ddfa4(text, HUDMSGTYPE_DEFAULT, 9);
|
||||
// } else {
|
||||
// currentPlayerQueuePickupWeaponHudmsg(weapon->weapon_id, count == 2);
|
||||
// currentPlayerQueuePickupWeaponHudmsg(weapon->weaponnum, count == 2);
|
||||
// }
|
||||
//
|
||||
// sp112 = true;
|
||||
|
|
@ -39466,7 +39466,7 @@ glabel var7f1aae70
|
|||
// sp148[1] = 4;
|
||||
// } else {
|
||||
// // b88
|
||||
// if (weapon->weapon_id == WEAPON_BOLT) {
|
||||
// if (weapon->weaponnum == WEAPON_BOLT) {
|
||||
// count = 1; // sp104
|
||||
// sp148[0] = 1;
|
||||
// func0f088028(AMMOTYPE_CROSSBOW, 1, g_Vars.in_cutscene == false, true);
|
||||
|
|
@ -39484,14 +39484,14 @@ glabel var7f1aae70
|
|||
// sp148[0] = 1;
|
||||
//
|
||||
// if (showhudmsg) {
|
||||
// char *text = weaponGetActivatedText(weapon->weapon_id);
|
||||
// char *text = weaponGetActivatedText(weapon->weaponnum);
|
||||
//
|
||||
// if (text) {
|
||||
// sp112 = true;
|
||||
// func0f0ddfa4(text, HUDMSGTYPE_DEFAULT, 9);
|
||||
// } else {
|
||||
// if (sp112) {
|
||||
// currentPlayerQueuePickupWeaponHudmsg(weapon->weapon_id, count == 2);
|
||||
// currentPlayerQueuePickupWeaponHudmsg(weapon->weaponnum, count == 2);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
|
@ -39502,13 +39502,13 @@ glabel var7f1aae70
|
|||
//
|
||||
// // c50
|
||||
// if (count == 2
|
||||
// && getCurrentPlayerWeaponId(0) == weapon->weapon_id
|
||||
// && getCurrentPlayerWeaponId(1) != weapon->weapon_id) {
|
||||
// currentPlayerEquipWeaponWrapper(1, weapon->weapon_id);
|
||||
// && getCurrentPlayerWeaponId(0) == weapon->weaponnum
|
||||
// && getCurrentPlayerWeaponId(1) != weapon->weaponnum) {
|
||||
// currentPlayerEquipWeaponWrapper(1, weapon->weaponnum);
|
||||
// }
|
||||
//
|
||||
// // c9c
|
||||
// ammotype = weaponGetAmmoType(weapon->weapon_id, 0);
|
||||
// ammotype = weaponGetAmmoType(weapon->weaponnum, 0);
|
||||
//
|
||||
// if (ammotype) {
|
||||
// s32 pickupqty = weaponGetPickupAmmoQty(weapon);
|
||||
|
|
@ -39527,7 +39527,7 @@ glabel var7f1aae70
|
|||
// }
|
||||
//
|
||||
// // d20
|
||||
// if (weapon->weapon_id == WEAPON_SUPERDRAGON) {
|
||||
// if (weapon->weaponnum == WEAPON_SUPERDRAGON) {
|
||||
// s32 pickupqty = weaponGetPickupAmmoQty(weapon);
|
||||
//
|
||||
// if (ammoGetQuantity(AMMOTYPE_DEVASTATOR) < ammoGetQuantity(AMMOTYPE_DEVASTATOR)) {
|
||||
|
|
@ -39541,7 +39541,7 @@ glabel var7f1aae70
|
|||
// }
|
||||
// }
|
||||
//
|
||||
// if (weapon->weapon_id == WEAPON_CAMSPY && g_Vars.currentplayer->eyespy == NULL) {
|
||||
// if (weapon->weaponnum == WEAPON_CAMSPY && g_Vars.currentplayer->eyespy == NULL) {
|
||||
// currentPlayerInitEyespy();
|
||||
// }
|
||||
//
|
||||
|
|
@ -41818,9 +41818,9 @@ glabel func0f08acb0
|
|||
|
||||
void propweaponSetDual(struct weaponobj *weapon1, struct weaponobj *weapon2)
|
||||
{
|
||||
weapon1->dualweaponnum = weapon2->weapon_id;
|
||||
weapon1->dualweaponnum = weapon2->weaponnum;
|
||||
weapon1->dualweapon = weapon2;
|
||||
weapon2->dualweaponnum = weapon1->weapon_id;
|
||||
weapon2->dualweaponnum = weapon1->weaponnum;
|
||||
weapon2->dualweapon = weapon1;
|
||||
}
|
||||
|
||||
|
|
@ -42836,9 +42836,9 @@ glabel func0f08b8e8
|
|||
/* f08bacc: 27bd00a0 */ addiu $sp,$sp,0xa0
|
||||
);
|
||||
|
||||
struct prop *chrGiveWeapon(struct chrdata *chr, s32 model, s32 weapon_id, u32 flags)
|
||||
struct prop *chrGiveWeapon(struct chrdata *chr, s32 model, s32 weaponnum, u32 flags)
|
||||
{
|
||||
return func0f08b8e8(chr, model, weapon_id, flags, 0, 0);
|
||||
return func0f08b8e8(chr, model, weaponnum, flags, 0, 0);
|
||||
}
|
||||
|
||||
struct prop *func0f08baf4(struct chrdata *chr, s32 weaponnum, u32 flags)
|
||||
|
|
|
|||
|
|
@ -41,7 +41,7 @@ u32 func0f0b1af0(void);
|
|||
u32 func0f0b1c24(void);
|
||||
u32 func0f0b1c78(void);
|
||||
u32 func0f0b1ce8(void);
|
||||
f32 func0f0b1d28(u8 *weapon_id);
|
||||
f32 func0f0b1d28(u8 *weaponnum);
|
||||
u32 func0f0b1e28(void);
|
||||
u32 func0f0b1e68(void);
|
||||
u32 func0f0b1ea8(void);
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ extern s32 g_FrWeaponNum;
|
|||
extern u8 var800888a0;
|
||||
|
||||
bool ciIsTourDone(void);
|
||||
u8 ciGetFiringRangeScore(s32 weapon_id);
|
||||
u8 ciGetFiringRangeScore(s32 weaponnum);
|
||||
u32 func0f19c9e4(void);
|
||||
u32 frIsWeaponFound(s32 weapon);
|
||||
void frSetWeaponFound(s32 weaponnum);
|
||||
|
|
|
|||
|
|
@ -21,8 +21,8 @@ u32 func0f188930(void);
|
|||
s32 func0f188a84(struct mpteaminfo *info);
|
||||
u32 func0f188bcc(void);
|
||||
u32 mpGetNumWeaponOptions(void);
|
||||
char *mpGetWeaponLabel(s32 weapon_id);
|
||||
void mpSetWeaponSlot(s32 slot, s32 weapon_id);
|
||||
char *mpGetWeaponLabel(s32 weaponnum);
|
||||
void mpSetWeaponSlot(s32 slot, s32 weaponnum);
|
||||
s32 mpGetWeaponSlot(s32 slot);
|
||||
u32 func0f188e24(void);
|
||||
s32 mpCountWeaponSetThing(s32 weaponsetindex);
|
||||
|
|
@ -52,7 +52,7 @@ s32 mpGetHeadUnlockValue(u8 headnum);
|
|||
s32 mpGetBeauHeadId(u8 headnum);
|
||||
u32 mpGetNumBodies(void);
|
||||
s32 mpGetBodyId(u8 bodynum);
|
||||
s32 mpGetBodyIndexByBodyId(u16 bodyid);
|
||||
s32 mpGetBodyIndexByBodyId(u16 bodynum);
|
||||
char *mpGetBodyName(u8 bodynum);
|
||||
u8 mpGetBodyUnk06(u8 bodynum);
|
||||
s32 mpBodyGetMpHeadIndex(s32 bodynum);
|
||||
|
|
@ -66,7 +66,7 @@ bool mpIsTrackUnlocked(s32 tracknum);
|
|||
s32 mpGetTrackSlotIndex(s32 tracknum);
|
||||
s32 mpGetTrackNumAtSlotIndex(s32 slotindex);
|
||||
s32 func0f18c200(void);
|
||||
s32 mpGetTrackAudioId(s32 slotindex);
|
||||
s32 mpGetTrackMusicNum(s32 slotindex);
|
||||
char *mpGetTrackName(s32 slotindex);
|
||||
void mpSetUsingMultipleTunes(bool enable);
|
||||
bool mpGetUsingMultipleTunes(void);
|
||||
|
|
|
|||
|
|
@ -276,8 +276,8 @@ u32 func0f08b27c(void);
|
|||
u32 func0f08b658(void);
|
||||
struct weaponobj *func0f08b880(u32 model, u32 weaponnum, struct chrdata *chr);
|
||||
void chrSetWeaponFlag4(struct chrdata *chr, s32 slot);
|
||||
struct prop *func0f08b8e8(struct chrdata *chr, s32 weapon_id, s32 arg2, u32 flags, s32 arg4, s32 arg5);
|
||||
struct prop *chrGiveWeapon(struct chrdata *chr, s32 model, s32 weapon_id, u32 flags);
|
||||
struct prop *func0f08b8e8(struct chrdata *chr, s32 weaponnum, s32 arg2, u32 flags, s32 arg4, s32 arg5);
|
||||
struct prop *chrGiveWeapon(struct chrdata *chr, s32 model, s32 weaponnum, u32 flags);
|
||||
u32 func0f08bb3c(void);
|
||||
void func0f08bb5c(struct prop *prop, bool firing, s32 room);
|
||||
s32 func0f08bc5c(struct prop *prop);
|
||||
|
|
|
|||
|
|
@ -858,7 +858,7 @@ struct defaultobj {
|
|||
/*0x00*/ u16 extrascale;
|
||||
/*0x02*/ u8 hidden2;
|
||||
/*0x03*/ u8 type;
|
||||
/*0x04*/ s16 obj;
|
||||
/*0x04*/ s16 modelnum;
|
||||
/*0x06*/ s16 pad;
|
||||
/*0x08*/ u32 flags;
|
||||
/*0x0c*/ u32 flags2;
|
||||
|
|
@ -935,7 +935,7 @@ struct ammocrateobj { // objtype 0x07
|
|||
|
||||
struct weaponobj { // objtype 0x08
|
||||
struct defaultobj base;
|
||||
/*0x5c*/ u8 weapon_id;
|
||||
/*0x5c*/ u8 weaponnum;
|
||||
/*0x5d*/ s8 unk5d;
|
||||
/*0x5e*/ s8 unk5e;
|
||||
/*0x5f*/ u8 dragonthrown;
|
||||
|
|
@ -2764,7 +2764,7 @@ struct weapon {
|
|||
};
|
||||
|
||||
struct cutscene {
|
||||
u16 stage_id;
|
||||
u16 stage;
|
||||
u16 mission;
|
||||
u32 scene;
|
||||
u16 name;
|
||||
|
|
@ -2827,7 +2827,7 @@ struct mpweaponset {
|
|||
};
|
||||
|
||||
struct mphead {
|
||||
s16 headid;
|
||||
s16 headnum;
|
||||
u8 unlockvalue;
|
||||
};
|
||||
|
||||
|
|
@ -2840,21 +2840,21 @@ struct mpsimulant {
|
|||
};
|
||||
|
||||
struct mpbody {
|
||||
s16 bodyid;
|
||||
s16 bodynum;
|
||||
s16 name;
|
||||
s16 headid;
|
||||
s16 headnum;
|
||||
u8 unk06;
|
||||
};
|
||||
|
||||
struct mptrack {
|
||||
u16 audioid : 7;
|
||||
u16 musicnum : 7;
|
||||
u16 duration : 9;
|
||||
s16 name;
|
||||
s16 unlockstage;
|
||||
};
|
||||
|
||||
struct stageoverviewentry {
|
||||
u32 stage_id;
|
||||
u32 stage;
|
||||
u8 unk04;
|
||||
u16 name1; // "dataDyne Central"
|
||||
u16 name2; // " - Defection"
|
||||
|
|
@ -2862,7 +2862,7 @@ struct stageoverviewentry {
|
|||
};
|
||||
|
||||
struct stagemusic {
|
||||
u16 stage_id;
|
||||
u16 stage;
|
||||
s16 main_music;
|
||||
s16 sfx_music;
|
||||
s16 x_music;
|
||||
|
|
|
|||
|
|
@ -7802,7 +7802,7 @@ f32 coordFindGroundY(struct coord *pos, f32 width, s16 *rooms, u16 *floorcol,
|
|||
*inlift = true;
|
||||
*lift = sp72->lift;
|
||||
|
||||
if (*lift && (*lift)->obj->obj == MODEL_ESCA_STEP && floortype) {
|
||||
if (*lift && (*lift)->obj->modelnum == MODEL_ESCA_STEP && floortype) {
|
||||
*floortype = FLOORTYPE_METAL;
|
||||
}
|
||||
} else {
|
||||
|
|
|
|||
Loading…
Reference in New Issue