Mark weapon related globals as const
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@ -2650,7 +2650,6 @@ multi_send_player_explode(char type)
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multi_strip_robots(Player_num);
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}
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extern ubyte Secondary_weapon_to_powerup[], Primary_weapon_to_powerup[];
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extern int Proximity_dropped, Smartmines_dropped;
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/*
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@ -46,20 +46,20 @@ int SOrderList (int num);
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//ubyte Default_secondary_ammo_level[MAX_SECONDARY_WEAPONS] = {3, 0, 0, 0, 0};
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// Convert primary weapons to indices in Weapon_info array.
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ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {LASER_ID, VULCAN_ID, SPREADFIRE_ID, PLASMA_ID, FUSION_ID, SUPER_LASER_ID, GAUSS_ID, HELIX_ID, PHOENIX_ID, OMEGA_ID};
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ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID, FLASH_ID, GUIDEDMISS_ID, SUPERPROX_ID, MERCURY_ID, EARTHSHAKER_ID};
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const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {LASER_ID, VULCAN_ID, SPREADFIRE_ID, PLASMA_ID, FUSION_ID, SUPER_LASER_ID, GAUSS_ID, HELIX_ID, PHOENIX_ID, OMEGA_ID};
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const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {CONCUSSION_ID, HOMING_ID, PROXIMITY_ID, SMART_ID, MEGA_ID, FLASH_ID, GUIDEDMISS_ID, SUPERPROX_ID, MERCURY_ID, EARTHSHAKER_ID};
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//for each Secondary weapon, which gun it fires out of
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ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS] = {4,4,7,7,7,4,4,7,4,7};
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const ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS] = {4,4,7,7,7,4,4,7,4,7};
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int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0, 0, VULCAN_AMMO_MAX, 0, 0, 0};
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ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5, 20, 20, 15, 10, 10};
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const int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0, 0, VULCAN_AMMO_MAX, 0, 0, 0};
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const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5, 20, 20, 15, 10, 10};
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//for each primary weapon, what kind of powerup gives weapon
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ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON};
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const ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON,POW_LASER,POW_GAUSS_WEAPON,POW_HELIX_WEAPON,POW_PHOENIX_WEAPON,POW_OMEGA_WEAPON};
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//for each Secondary weapon, what kind of powerup gives weapon
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ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE};
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const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON,POW_SMISSILE1_1,POW_GUIDED_MISSILE_1,POW_SMART_MINE,POW_MERCURY_MISSILE_1,POW_EARTHSHAKER_MISSILE};
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weapon_info Weapon_info[MAX_WEAPON_TYPES];
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int N_weapon_types=0;
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@ -67,8 +67,8 @@ sbyte Primary_weapon, Secondary_weapon;
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// autoselect ordering
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ubyte DefaultPrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
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ubyte DefaultSecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
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static const ubyte DefaultPrimaryOrder[]={9,8,7,6,5,4,3,2,1,0,255};
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static const ubyte DefaultSecondaryOrder[]={9,8,4,3,1,5,0,255,7,6,2};
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//allow player to reorder menus?
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extern ubyte MenuReordering;
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@ -105,7 +105,7 @@ extern ubyte MenuReordering;
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// "Mega\nMissile"
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//};
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sbyte Weapon_is_energy[MAX_WEAPON_TYPES] = {
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const sbyte Weapon_is_energy[MAX_WEAPON_TYPES] = {
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1, 1, 1, 1, 1,
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1, 1, 1, 0, 1,
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1, 0, 1, 1, 1,
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@ -162,17 +162,17 @@ extern void show_weapon_status(void);
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extern sbyte Primary_weapon, Secondary_weapon;
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extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
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extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
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extern const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
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extern const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
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//for each Secondary weapon, which gun it fires out of
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extern ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
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extern const ubyte Secondary_weapon_to_gun_num[MAX_SECONDARY_WEAPONS];
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//for each primary weapon, what kind of powerup gives weapon
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extern ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
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extern const ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
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//for each Secondary weapon, what kind of powerup gives weapon
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extern ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
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extern const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
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//flags whether the last time we use this weapon, it was the 'super' version
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extern ubyte Primary_last_was_super[MAX_PRIMARY_WEAPONS];
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@ -181,13 +181,13 @@ extern ubyte Secondary_last_was_super[MAX_SECONDARY_WEAPONS];
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extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
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extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
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extern char *Primary_weapon_names_short[];
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extern char *Secondary_weapon_names_short[];
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extern char *Primary_weapon_names[];
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extern char *Secondary_weapon_names[];
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extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
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extern ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
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extern sbyte Weapon_is_energy[MAX_WEAPON_TYPES];
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extern const char *const Primary_weapon_names_short[];
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extern const char *const Secondary_weapon_names_short[];
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extern const char *const Primary_weapon_names[];
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extern const char *const Secondary_weapon_names[];
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extern const int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
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extern const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS];
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extern const sbyte Weapon_is_energy[MAX_WEAPON_TYPES];
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#define HAS_WEAPON_FLAG 1
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#define HAS_ENERGY_FLAG 2
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