Rename some fields to be suffixed with "num" for consistency

This commit is contained in:
Ryan Dwyer 2020-06-01 18:32:27 +10:00
parent a78e70e36a
commit 75a888947b
19 changed files with 142 additions and 142 deletions

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@ -1521,7 +1521,7 @@ void currentPlayerUpdateVerticalMovement(void)
&& prop->type == PROPTYPE_OBJ) {
obj = prop->obj;
if (obj->obj == MODEL_HOVBIKE) {
if (obj->modelnum == MODEL_HOVBIKE) {
amount = (obj->maxdamage - obj->damage + 1) / 250.0f;
obj->flags &= ~OBJFLAG_INVINCIBLE;
func0f0852ac(obj, amount, &obj->prop->pos, 0x22, -1);

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@ -10922,7 +10922,7 @@ struct prop *chrGetEquippedWeaponPropWithCheck(struct chrdata *chr, s32 hand)
if (prop) {
struct weaponobj *weapon = prop->weapon;
if (!weaponHasFlag(weapon->weapon_id, WEAPONFLAG_00000010)) {
if (!weaponHasFlag(weapon->weaponnum, WEAPONFLAG_00000010)) {
prop = NULL;
}
}

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@ -12839,7 +12839,7 @@ bool chrTryAttackAmount(struct chrdata *chr, u32 arg1, u32 arg2, u8 lower, u8 up
percentage = 0;
}
ammo = weaponGetAmmoByFunction(weapon->weapon_id, 0);
ammo = weaponGetAmmoByFunction(weapon->weaponnum, 0);
if (ammo) {
quantity = ammo->clipsize * percentage;
@ -13847,7 +13847,7 @@ s32 chrConsiderGrenadeThrow(struct chrdata *chr, u32 entitytype, u32 entityid)
if (rightprop) {
weapon = rightprop->weapon;
if (weapon->weapon_id == WEAPON_GRENADE || weapon->weapon_id == WEAPON_NBOMB) {
if (weapon->weaponnum == WEAPON_GRENADE || weapon->weaponnum == WEAPON_NBOMB) {
chrThrowGrenade(chr, 0, false);
chr->act_throwgrenade.entitytype = entitytype;
chr->act_throwgrenade.entityid = entityid;
@ -13858,7 +13858,7 @@ s32 chrConsiderGrenadeThrow(struct chrdata *chr, u32 entitytype, u32 entityid)
if (!done && leftprop) {
weapon = leftprop->weapon;
if (weapon->weapon_id == WEAPON_GRENADE || weapon->weapon_id == WEAPON_NBOMB) {
if (weapon->weaponnum == WEAPON_GRENADE || weapon->weaponnum == WEAPON_NBOMB) {
chrThrowGrenade(chr, 1, false);
chr->act_throwgrenade.entitytype = entitytype;
chr->act_throwgrenade.entityid = entityid;
@ -22258,7 +22258,7 @@ bool chrDetectDangerousObject(struct chrdata *chr, u8 flags)
if (prop) {
if ((flags & 1) && prop->weapon &&
prop->weapon->weapon_id == WEAPON_GRENADE &&
prop->weapon->weaponnum == WEAPON_GRENADE &&
prop->weapon->unk62 < 480) {
pass = true;
}

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@ -849,8 +849,8 @@ bool ai001a(void)
vector.z = chr2->prop->pos.z - chr1->prop->pos.z;
scaleTo1(&vector.x, &vector.y, &vector.z);
weapon = prop->weapon;
thing = func0f0b1d28(&weapon->weapon_id);
func0f034330(chr2, thing, &vector, &weapon->weapon_id, chr1->prop, (s8)cmd[4]);
thing = func0f0b1d28(&weapon->weaponnum);
func0f034330(chr2, thing, &vector, &weapon->weaponnum, chr1->prop, (s8)cmd[4]);
}
}
@ -2182,7 +2182,7 @@ glabel aiIfWeaponThrownOnObject
// if (prop->type == PROPTYPE_WEAPON) {
// struct weaponobj *weapon = prop->weapon;
//
// if (weapon->weapon_id == cmd[2]) {
// if (weapon->weaponnum == cmd[2]) {
// pass = true;
// }
// }
@ -2348,7 +2348,7 @@ bool aiDestroyObject(void)
if (obj && obj->prop && func0f0687b8(obj) == 0) {
struct defaultobj *entity = obj->prop->obj;
if (entity->obj == MODEL_ELVIS_SAUCER) {
if (entity->modelnum == MODEL_ELVIS_SAUCER) {
obj->flags = (obj->flags & ~OBJFLAG_00010000) | OBJFLAG_INVINCIBLE;
func0f129900(entity->prop, &entity->prop->pos, entity->prop->rooms, 3, 0);
func0f12e714(entity->prop, 0x16);
@ -2410,10 +2410,10 @@ bool aiChrDropWeapon(void)
if (chr && chr->prop && chr->prop->type == PROPTYPE_PLAYER) {
u32 prevplayernum = g_Vars.currentplayernum;
u32 playernum = propGetPlayerNum(chr->prop);
u32 weapon_id;
u32 weaponnum;
setCurrentPlayerNum(playernum);
weapon_id = getCurrentPlayerWeaponId(0);
currentPlayerRemoveWeapon(weapon_id);
weaponnum = getCurrentPlayerWeaponId(0);
currentPlayerRemoveWeapon(weaponnum);
func0f0a1c2c();
setCurrentPlayerNum(prevplayernum);
} else if (chr && chr->prop) {
@ -4542,7 +4542,7 @@ bool aiDuplicateChr(void)
if (srcweapon0prop) {
srcweapon0 = srcweapon0prop->weapon;
cloneweapon0prop = chrGiveWeapon(clone, srcweapon0->base.obj, srcweapon0->weapon_id, 0);
cloneweapon0prop = chrGiveWeapon(clone, srcweapon0->base.modelnum, srcweapon0->weaponnum, 0);
if (cloneweapon0prop) {
cloneweapon0 = cloneweapon0prop->weapon;
@ -4553,7 +4553,7 @@ bool aiDuplicateChr(void)
if (srcweapon1prop) {
srcweapon1 = srcweapon1prop->weapon;
cloneweapon1prop = chrGiveWeapon(clone, srcweapon1->base.obj, srcweapon1->weapon_id, 0x10000000);
cloneweapon1prop = chrGiveWeapon(clone, srcweapon1->base.modelnum, srcweapon1->weaponnum, 0x10000000);
if (cloneweapon1prop) {
cloneweapon1 = cloneweapon1prop->weapon;
@ -4568,7 +4568,7 @@ bool aiDuplicateChr(void)
if (chr->weapons_held[2]) {
struct defaultobj *obj = chr->weapons_held[2]->obj;
chrTryEquipHat(clone, obj->obj, 0);
chrTryEquipHat(clone, obj->modelnum, 0);
}
clone->flags = chr->flags;
@ -5421,7 +5421,7 @@ bool aiShowObj(void)
if (g_Vars.currentplayer->eyespy == NULL && obj->type == OBJTYPE_WEAPON) {
struct weaponobj *weapon = (struct weaponobj *) obj;
if (weapon->weapon_id == WEAPON_CAMSPY) {
if (weapon->weaponnum == WEAPON_CAMSPY) {
currentPlayerInitEyespy();
}
}
@ -10949,7 +10949,7 @@ bool aiChrSetCutsceneWeapon(void)
struct weaponobj *weapon = chr->weapons_held[0]->weapon;
bool valid = true;
switch (weapon->weapon_id) {
switch (weapon->weaponnum) {
case WEAPON_FALCON2:
case WEAPON_FALCON2_SILENCER:
case WEAPON_FALCON2_SCOPE:

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@ -21,48 +21,48 @@
// 2da90
struct mptrack g_MpTracks[NUM_MPTRACKS] = {
// Audio ID, duration, name, unlock after stage
/*0x00*/ { 0x3a, 160, L_MISC(124), -1 }, // "Dark Combat"
/*0x01*/ { 0x3b, 170, L_MISC(125), -1 }, // "Skedar Mystery"
/*0x02*/ { 0x3d, 170, L_MISC(126), -1 }, // "CI Operative"
/*0x03*/ { 0x3e, 180, L_MISC(127), -1 }, // "dataDyne Action"
/*0x04*/ { 0x3f, 200, L_MISC(128), -1 }, // "Maian Tears"
/*0x05*/ { 0x40, 197, L_MISC(129), -1 }, // "Alien Conflict"
/*0x06*/ { 0x0d, 120, L_MISC(130), -1 }, // "Carrington Institute"
/*0x07*/ { 0x09, 120, L_MISC(131), SOLOSTAGEINDEX_DEFECTION }, // "dD Central"
/*0x08*/ { 0x10, 120, L_MISC(132), SOLOSTAGEINDEX_DEFECTION }, // "dD Central X"
/*0x09*/ { 0x12, 120, L_MISC(133), SOLOSTAGEINDEX_INVESTIGATION }, // "dD Research"
/*0x0a*/ { 0x13, 120, L_MISC(134), SOLOSTAGEINDEX_INVESTIGATION }, // "dD Research X"
/*0x0b*/ { 0x02, 120, L_MISC(135), SOLOSTAGEINDEX_EXTRACTION }, // "dD Extraction"
/*0x0c*/ { 0x11, 120, L_MISC(136), SOLOSTAGEINDEX_EXTRACTION }, // "dD Extraction X"
/*0x0d*/ { 0x0c, 120, L_MISC(137), SOLOSTAGEINDEX_VILLA }, // "Carrington Villa"
/*0x0e*/ { 0x27, 120, L_MISC(138), SOLOSTAGEINDEX_VILLA }, // "Carrington Villa X"
/*0x0f*/ { 0x0e, 120, L_MISC(139), SOLOSTAGEINDEX_CHICAGO }, // "Chicago"
/*0x10*/ { 0x28, 120, L_MISC(140), SOLOSTAGEINDEX_CHICAGO }, // "Chicago X"
/*0x11*/ { 0x0f, 120, L_MISC(141), SOLOSTAGEINDEX_G5BUILDING }, // "G5 Building"
/*0x12*/ { 0x29, 120, L_MISC(142), SOLOSTAGEINDEX_G5BUILDING }, // "G5 Building X"
/*0x13*/ { 0x14, 120, L_MISC(143), SOLOSTAGEINDEX_INFILTRATION }, // "A51 Infiltration"
/*0x14*/ { 0x2a, 120, L_MISC(144), SOLOSTAGEINDEX_INFILTRATION }, // "A51 Infiltration X"
/*0x15*/ { 0x16, 120, L_MISC(145), SOLOSTAGEINDEX_RESCUE }, // "A51 Rescue"
/*0x16*/ { 0x32, 120, L_MISC(146), SOLOSTAGEINDEX_RESCUE }, // "A51 Rescue X"
/*0x17*/ { 0x06, 120, L_MISC(147), SOLOSTAGEINDEX_ESCAPE }, // "A51 Escape"
/*0x18*/ { 0x33, 120, L_MISC(148), SOLOSTAGEINDEX_ESCAPE }, // "A51 Escape X"
/*0x19*/ { 0x17, 120, L_MISC(149), SOLOSTAGEINDEX_AIRBASE }, // "Air Base"
/*0x1a*/ { 0x34, 120, L_MISC(150), SOLOSTAGEINDEX_AIRBASE }, // "Air Base X"
/*0x1b*/ { 0x18, 120, L_MISC(151), SOLOSTAGEINDEX_AIRFORCEONE }, // "Air Force One"
/*0x1c*/ { 0x35, 120, L_MISC(152), SOLOSTAGEINDEX_AIRFORCEONE }, // "Air Force One X"
/*0x1d*/ { 0x1d, 120, L_MISC(153), SOLOSTAGEINDEX_CRASHSITE }, // "Crash Site"
/*0x1e*/ { 0x1e, 120, L_MISC(154), SOLOSTAGEINDEX_CRASHSITE }, // "Crash Site X"
/*0x1f*/ { 0x1c, 120, L_MISC(155), SOLOSTAGEINDEX_PELAGIC }, // "Pelagic II"
/*0x20*/ { 0x36, 120, L_MISC(156), SOLOSTAGEINDEX_PELAGIC }, // "Pelagic II X"
/*0x21*/ { 0x07, 120, L_MISC(157), SOLOSTAGEINDEX_DEEPSEA }, // "Deep Sea"
/*0x22*/ { 0x37, 120, L_MISC(158), SOLOSTAGEINDEX_DEEPSEA }, // "Deep Sea X"
/*0x23*/ { 0x04, 120, L_MISC(159), SOLOSTAGEINDEX_DEFENSE }, // "Institute Defense"
/*0x24*/ { 0x24, 120, L_MISC(160), SOLOSTAGEINDEX_DEFENSE }, // "Institute Defense X"
/*0x25*/ { 0x1f, 120, L_MISC(161), SOLOSTAGEINDEX_ATTACKSHIP }, // "Attack Ship"
/*0x26*/ { 0x20, 120, L_MISC(162), SOLOSTAGEINDEX_ATTACKSHIP }, // "Attack Ship X"
/*0x27*/ { 0x21, 120, L_MISC(163), SOLOSTAGEINDEX_SKEDARRUINS }, // "Skedar Ruins"
/*0x28*/ { 0x38, 120, L_MISC(164), SOLOSTAGEINDEX_SKEDARRUINS }, // "Skedar Ruins X"
/*0x29*/ { 0x58, 120, L_MISC(165), SOLOSTAGEINDEX_SKEDARRUINS }, // "End Credits"
/*0x00*/ { MUSIC_DARK_COMBAT, 160, L_MISC(124), -1 }, // "Dark Combat"
/*0x01*/ { MUSIC_SKEDAR_MYSTERY, 170, L_MISC(125), -1 }, // "Skedar Mystery"
/*0x02*/ { MUSIC_CI_OPERATIVE, 170, L_MISC(126), -1 }, // "CI Operative"
/*0x03*/ { MUSIC_DATADYNE_ACTION, 180, L_MISC(127), -1 }, // "dataDyne Action"
/*0x04*/ { MUSIC_MAIAN_TEARS, 200, L_MISC(128), -1 }, // "Maian Tears"
/*0x05*/ { MUSIC_ALIEN_CONFLICT, 197, L_MISC(129), -1 }, // "Alien Conflict"
/*0x06*/ { MUSIC_CI, 120, L_MISC(130), -1 }, // "Carrington Institute"
/*0x07*/ { MUSIC_DEFECTION, 120, L_MISC(131), SOLOSTAGEINDEX_DEFECTION }, // "dD Central"
/*0x08*/ { MUSIC_DEFECTION_X, 120, L_MISC(132), SOLOSTAGEINDEX_DEFECTION }, // "dD Central X"
/*0x09*/ { MUSIC_INVESTIGATION, 120, L_MISC(133), SOLOSTAGEINDEX_INVESTIGATION }, // "dD Research"
/*0x0a*/ { MUSIC_INVESTIGATION_X, 120, L_MISC(134), SOLOSTAGEINDEX_INVESTIGATION }, // "dD Research X"
/*0x0b*/ { MUSIC_EXTRACTION, 120, L_MISC(135), SOLOSTAGEINDEX_EXTRACTION }, // "dD Extraction"
/*0x0c*/ { MUSIC_EXTRACTION_X, 120, L_MISC(136), SOLOSTAGEINDEX_EXTRACTION }, // "dD Extraction X"
/*0x0d*/ { MUSIC_VILLA, 120, L_MISC(137), SOLOSTAGEINDEX_VILLA }, // "Carrington Villa"
/*0x0e*/ { MUSIC_VILLA_X, 120, L_MISC(138), SOLOSTAGEINDEX_VILLA }, // "Carrington Villa X"
/*0x0f*/ { MUSIC_CHICAGO, 120, L_MISC(139), SOLOSTAGEINDEX_CHICAGO }, // "Chicago"
/*0x10*/ { MUSIC_CHICAGO_X, 120, L_MISC(140), SOLOSTAGEINDEX_CHICAGO }, // "Chicago X"
/*0x11*/ { MUSIC_G5, 120, L_MISC(141), SOLOSTAGEINDEX_G5BUILDING }, // "G5 Building"
/*0x12*/ { MUSIC_G5_X, 120, L_MISC(142), SOLOSTAGEINDEX_G5BUILDING }, // "G5 Building X"
/*0x13*/ { MUSIC_INFILTRATION, 120, L_MISC(143), SOLOSTAGEINDEX_INFILTRATION }, // "A51 Infiltration"
/*0x14*/ { MUSIC_INFILTRATION_X, 120, L_MISC(144), SOLOSTAGEINDEX_INFILTRATION }, // "A51 Infiltration X"
/*0x15*/ { MUSIC_RESCUE, 120, L_MISC(145), SOLOSTAGEINDEX_RESCUE }, // "A51 Rescue"
/*0x16*/ { MUSIC_RESCUE_X, 120, L_MISC(146), SOLOSTAGEINDEX_RESCUE }, // "A51 Rescue X"
/*0x17*/ { MUSIC_ESCAPE, 120, L_MISC(147), SOLOSTAGEINDEX_ESCAPE }, // "A51 Escape"
/*0x18*/ { MUSIC_ESCAPE_X, 120, L_MISC(148), SOLOSTAGEINDEX_ESCAPE }, // "A51 Escape X"
/*0x19*/ { MUSIC_AIRBASE, 120, L_MISC(149), SOLOSTAGEINDEX_AIRBASE }, // "Air Base"
/*0x1a*/ { MUSIC_AIRBASE_X, 120, L_MISC(150), SOLOSTAGEINDEX_AIRBASE }, // "Air Base X"
/*0x1b*/ { MUSIC_AIRFORCEONE, 120, L_MISC(151), SOLOSTAGEINDEX_AIRFORCEONE }, // "Air Force One"
/*0x1c*/ { MUSIC_AIRFORCEONE_X, 120, L_MISC(152), SOLOSTAGEINDEX_AIRFORCEONE }, // "Air Force One X"
/*0x1d*/ { MUSIC_CRASHSITE, 120, L_MISC(153), SOLOSTAGEINDEX_CRASHSITE }, // "Crash Site"
/*0x1e*/ { MUSIC_CRASHSITE_X, 120, L_MISC(154), SOLOSTAGEINDEX_CRASHSITE }, // "Crash Site X"
/*0x1f*/ { MUSIC_PELAGIC, 120, L_MISC(155), SOLOSTAGEINDEX_PELAGIC }, // "Pelagic II"
/*0x20*/ { MUSIC_PELAGIC_X, 120, L_MISC(156), SOLOSTAGEINDEX_PELAGIC }, // "Pelagic II X"
/*0x21*/ { MUSIC_DEEPSEA, 120, L_MISC(157), SOLOSTAGEINDEX_DEEPSEA }, // "Deep Sea"
/*0x22*/ { MUSIC_DEEPSEA_X, 120, L_MISC(158), SOLOSTAGEINDEX_DEEPSEA }, // "Deep Sea X"
/*0x23*/ { MUSIC_DEFENSE, 120, L_MISC(159), SOLOSTAGEINDEX_DEFENSE }, // "Institute Defense"
/*0x24*/ { MUSIC_DEFENSE_X, 120, L_MISC(160), SOLOSTAGEINDEX_DEFENSE }, // "Institute Defense X"
/*0x25*/ { MUSIC_ATTACKSHIP, 120, L_MISC(161), SOLOSTAGEINDEX_ATTACKSHIP }, // "Attack Ship"
/*0x26*/ { MUSIC_ATTACKSHIP_X, 120, L_MISC(162), SOLOSTAGEINDEX_ATTACKSHIP }, // "Attack Ship X"
/*0x27*/ { MUSIC_SKEDARRUINS, 120, L_MISC(163), SOLOSTAGEINDEX_SKEDARRUINS }, // "Skedar Ruins"
/*0x28*/ { MUSIC_SKEDARRUINS_X, 120, L_MISC(164), SOLOSTAGEINDEX_SKEDARRUINS }, // "Skedar Ruins X"
/*0x29*/ { MUSIC_CREDITS, 120, L_MISC(165), SOLOSTAGEINDEX_SKEDARRUINS }, // "End Credits"
};
// 2db8c

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@ -208,7 +208,7 @@ s32 menuhandlerReplayPreviousMission(u32 operation, struct menu_item *item, s32
{
if (operation == MENUOP_SET) {
g_MissionConfig.stageindex--;
g_MissionConfig.stagenum = g_StageNames[g_MissionConfig.stageindex].stage_id;
g_MissionConfig.stagenum = g_StageNames[g_MissionConfig.stageindex].stage;
}
return menuhandlerAcceptMission(operation, NULL, value);
@ -504,7 +504,7 @@ void func0f10d770(void)
s32 menuhandlerReplayLastLevel(u32 operation, struct menu_item *item, s32 *value)
{
if (operation == MENUOP_SET) {
g_MissionConfig.stagenum = g_StageNames[g_MissionConfig.stageindex].stage_id;
g_MissionConfig.stagenum = g_StageNames[g_MissionConfig.stageindex].stage;
return menuhandlerAcceptMission(operation, NULL, value);
}

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@ -320,7 +320,7 @@ glabel func0f111ad4
// if (obj && obj->type == OBJTYPE_WEAPON) {
// struct weaponobj *weapon = (struct weaponobj *)obj;
//
// if (weapon->weapon_id == weaponnum) {
// if (weapon->weaponnum == weaponnum) {
// return true;
// }
// }
@ -525,7 +525,7 @@ bool currentPlayerGiveProp(struct prop *prop)
if (cheatIsActive(CHEAT_PERFECTDARKNESS)
&& prop->type == PROPTYPE_OBJ
&& prop->obj
&& prop->obj->obj == MODEL_CHRNIGHTSIGHT) {
&& prop->obj->modelnum == MODEL_CHRNIGHTSIGHT) {
return true;
}

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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

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@ -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;
}
}

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@ -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;
}

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@ -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;

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@ -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)

View File

@ -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)

View File

@ -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);

View File

@ -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);

View File

@ -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);

View File

@ -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);

View File

@ -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;

View File

@ -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 {