Pass player_info to do_secondary_weapon_select
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@ -163,9 +163,9 @@ public:
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#ifdef dsx
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namespace dsx {
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void do_primary_weapon_select(uint_fast32_t weapon_num);
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void do_secondary_weapon_select(uint_fast32_t weapon_num);
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struct player_info;
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void do_secondary_weapon_select(player_info &, uint_fast32_t weapon_num);
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void auto_select_primary_weapon(player_info &);
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void auto_select_secondary_weapon(player_info &);
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void select_primary_weapon(player_info &, const char *weapon_name, uint_fast32_t weapon_num, int wait_for_rearm);
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@ -234,6 +234,7 @@ int which_bomb()
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namespace dsx {
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static void do_weapon_n_item_stuff()
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{
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auto &player_info = get_local_plrobj().ctype.player_info;
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if (Controls.state.fire_flare > 0)
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{
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Controls.state.fire_flare = 0;
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@ -243,7 +244,6 @@ static void do_weapon_n_item_stuff()
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if (allowed_to_fire_missile() && Controls.state.fire_secondary)
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{
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auto &player_info = get_local_plrobj().ctype.player_info;
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Global_missile_firing_count += Weapon_info[Secondary_weapon_to_weapon_info[player_info.Secondary_weapon]].fire_count;
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}
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@ -267,7 +267,7 @@ static void do_weapon_n_item_stuff()
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const auto select_weapon = exchange(Controls.state.select_weapon, 0) - 1;
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const auto weapon_num = select_weapon > 4 ? select_weapon - 5 : select_weapon;
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if (select_weapon > 4)
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do_secondary_weapon_select(weapon_num);
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do_secondary_weapon_select(player_info, weapon_num);
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else
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do_primary_weapon_select(weapon_num);
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}
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@ -291,7 +291,6 @@ static void do_weapon_n_item_stuff()
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#if defined(DXX_BUILD_DESCENT_II)
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if (Controls.state.toggle_bomb > 0)
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{
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auto &player_info = get_local_plrobj().ctype.player_info;
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auto &Secondary_last_was_super = player_info.Secondary_last_was_super;
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int bomb = Secondary_last_was_super[PROXIMITY_INDEX]?PROXIMITY_INDEX:SMART_MINE_INDEX;
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@ -317,7 +316,6 @@ static void do_weapon_n_item_stuff()
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Controls.state.toggle_bomb = 0;
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}
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auto &player_info = get_local_plrobj().ctype.player_info;
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if (Controls.state.energy_to_shield && (player_info.powerup_flags & PLAYER_FLAGS_CONVERTER))
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transfer_energy_to_shield();
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#endif
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@ -625,9 +625,8 @@ void do_primary_weapon_select(uint_fast32_t weapon_num)
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select_primary_weapon(player_info, weapon_name, weapon_num, 1);
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}
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void do_secondary_weapon_select(uint_fast32_t weapon_num)
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void do_secondary_weapon_select(player_info &player_info, uint_fast32_t weapon_num)
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{
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auto &player_info = get_local_plrobj().ctype.player_info;
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#if defined(DXX_BUILD_DESCENT_I)
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//added on 10/9/98 by Victor Rachels to add laser cycle
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//end this section addition - Victor Rachels
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