Pass player_info to pick_up_secondary
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@ -192,8 +192,8 @@ has_weapon_result player_has_secondary_weapon(const player_info &, int weapon_nu
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//when you pick up a secondary, you always get the weapon & ammo for it
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#ifdef dsx
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namespace dsx {
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int pick_up_secondary(int weapon_index,int count);
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int pick_up_primary(player_info &, int weapon_index);
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int pick_up_secondary(player_info &, int weapon_index,int count);
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//called when a primary weapon is picked up
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//returns true if actually picked up
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@ -466,10 +466,10 @@ int do_powerup(const vobjptridx_t obj)
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used = pick_up_energy();
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break;
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case POW_MISSILE_1:
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used=pick_up_secondary(CONCUSSION_INDEX,1);
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used=pick_up_secondary(player_info, CONCUSSION_INDEX, 1);
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break;
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case POW_MISSILE_4:
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used=pick_up_secondary(CONCUSSION_INDEX,4);
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used=pick_up_secondary(player_info, CONCUSSION_INDEX, 4);
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break;
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case POW_KEY_BLUE:
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@ -576,38 +576,38 @@ int do_powerup(const vobjptridx_t obj)
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#endif
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case POW_PROXIMITY_WEAPON:
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used=pick_up_secondary(PROXIMITY_INDEX,4);
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used=pick_up_secondary(player_info, PROXIMITY_INDEX, 4);
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break;
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case POW_SMARTBOMB_WEAPON:
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used=pick_up_secondary(SMART_INDEX,1);
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used=pick_up_secondary(player_info, SMART_INDEX, 1);
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break;
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case POW_MEGA_WEAPON:
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used=pick_up_secondary(MEGA_INDEX,1);
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used=pick_up_secondary(player_info, MEGA_INDEX, 1);
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break;
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#if defined(DXX_BUILD_DESCENT_II)
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case POW_SMISSILE1_1:
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used=pick_up_secondary(SMISSILE1_INDEX,1);
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used=pick_up_secondary(player_info, SMISSILE1_INDEX, 1);
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break;
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case POW_SMISSILE1_4:
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used=pick_up_secondary(SMISSILE1_INDEX,4);
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used=pick_up_secondary(player_info, SMISSILE1_INDEX, 4);
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break;
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case POW_GUIDED_MISSILE_1:
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used=pick_up_secondary(GUIDED_INDEX,1);
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used=pick_up_secondary(player_info, GUIDED_INDEX, 1);
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break;
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case POW_GUIDED_MISSILE_4:
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used=pick_up_secondary(GUIDED_INDEX,4);
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used=pick_up_secondary(player_info, GUIDED_INDEX, 4);
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break;
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case POW_SMART_MINE:
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used=pick_up_secondary(SMART_MINE_INDEX,4);
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used=pick_up_secondary(player_info, SMART_MINE_INDEX, 4);
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break;
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case POW_MERCURY_MISSILE_1:
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used=pick_up_secondary(SMISSILE4_INDEX,1);
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used=pick_up_secondary(player_info, SMISSILE4_INDEX, 1);
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break;
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case POW_MERCURY_MISSILE_4:
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used=pick_up_secondary(SMISSILE4_INDEX,4);
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used=pick_up_secondary(player_info, SMISSILE4_INDEX, 4);
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break;
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case POW_EARTHSHAKER_MISSILE:
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used=pick_up_secondary(SMISSILE5_INDEX,1);
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used=pick_up_secondary(player_info, SMISSILE5_INDEX, 1);
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break;
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#endif
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case POW_VULCAN_AMMO:
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@ -618,10 +618,10 @@ int do_powerup(const vobjptridx_t obj)
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#endif
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break;
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case POW_HOMING_AMMO_1:
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used=pick_up_secondary(HOMING_INDEX,1);
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used=pick_up_secondary(player_info, HOMING_INDEX, 1);
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break;
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case POW_HOMING_AMMO_4:
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used=pick_up_secondary(HOMING_INDEX,4);
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used=pick_up_secondary(player_info, HOMING_INDEX, 4);
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break;
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case POW_CLOAK:
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if (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED) {
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@ -780,10 +780,9 @@ static void maybe_autoselect_primary_weapon(int weapon_index)
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//when you pick up a secondary, you always get the weapon & ammo for it
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// Returns true if powerup picked up, else returns false.
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namespace dsx {
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int pick_up_secondary(int weapon_index,int count)
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int pick_up_secondary(player_info &player_info, int weapon_index,int count)
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{
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int num_picked_up;
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auto &player_info = get_local_plrobj().ctype.player_info;
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const auto max = PLAYER_MAX_AMMO(player_info.powerup_flags, Secondary_ammo_max[weapon_index]);
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auto &secondary_ammo = player_info.secondary_ammo;
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if (secondary_ammo[weapon_index] >= max)
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