If picking up one missile out of a four-pack, use singular description instead of plural

This commit is contained in:
zicodxx 2010-06-17 09:45:05 +00:00
parent a01ae0f445
commit 992f66f04c
2 changed files with 28 additions and 24 deletions

View file

@ -1,5 +1,9 @@
D2X-Rebirth Changelog
20100617
--------
main/weapons.c: If picking up one missile out of a four-pack, use singular description instead of plural
20100615
--------
main/game.c, main/gameseq.c: Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level

View file

@ -162,7 +162,7 @@ sbyte Weapon_is_energy[MAX_WEAPON_TYPES] = {
// Bits set:
// HAS_WEAPON_FLAG
// HAS_ENERGY_FLAG
// HAS_AMMO_FLAG
// HAS_AMMO_FLAG
// See weapon.h for bit values
int player_has_weapon(int weapon_num, int secondary_flag)
{
@ -180,7 +180,7 @@ int player_has_weapon(int weapon_num, int secondary_flag)
if (Players[Player_num].primary_weapon_flags & (1 << weapon_num))
return_value |= HAS_WEAPON_FLAG;
// Special case: Gauss cannon uses vulcan ammo.
// Special case: Gauss cannon uses vulcan ammo.
if (weapon_num == GAUSS_INDEX) {
if (Weapon_info[weapon_index].ammo_usage <= Players[Player_num].primary_ammo[VULCAN_INDEX])
return_value |= HAS_AMMO_FLAG;
@ -191,7 +191,7 @@ int player_has_weapon(int weapon_num, int secondary_flag)
if (weapon_num == OMEGA_INDEX) { // Hack: Make sure player has energy to omega
if (Players[Player_num].energy || Omega_charge)
return_value |= HAS_ENERGY_FLAG;
} else
} else
if (Weapon_info[weapon_index].energy_usage <= Players[Player_num].energy)
return_value |= HAS_ENERGY_FLAG;
@ -221,7 +221,7 @@ void InitWeaponOrdering ()
PlayerCfg.PrimaryOrder[i]=DefaultPrimaryOrder[i];
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
PlayerCfg.SecondaryOrder[i]=DefaultSecondaryOrder[i];
}
}
void CyclePrimary ()
{
@ -298,7 +298,7 @@ void select_weapon(int weapon_num, int secondary_flag, int print_message, int wa
else
digi_play_sample_once( SOUND_BAD_SELECTION, F1_0 );
}
}
Secondary_weapon = weapon_num;
weapon_name = SECONDARY_WEAPON_NAMES(weapon_num);
@ -397,10 +397,10 @@ void auto_select_weapon(int weapon_type)
if (r != HAS_ALL || Cycling) {
int cur_weapon;
int try_again = 1;
cur_weapon = POrderList(Primary_weapon);
cutpoint = POrderList (255);
while (try_again) {
cur_weapon++;
@ -426,7 +426,7 @@ void auto_select_weapon(int weapon_type)
if (cur_weapon==MAX_PRIMARY_WEAPONS)
cur_weapon = 0;
// Hack alert! Because the fusion uses 0 energy at the end (it's got the weird chargeup)
// it looks like it takes 0 to fire, but it doesn't, so never auto-select.
// if (PlayerCfg.PrimaryOrder[cur_weapon] == FUSION_INDEX)
@ -458,11 +458,11 @@ void auto_select_weapon(int weapon_type)
if (r != HAS_ALL || Cycling) {
int cur_weapon;
int try_again = 1;
cur_weapon = SOrderList(Secondary_weapon);
cutpoint = SOrderList (255);
while (try_again) {
cur_weapon++;
@ -554,7 +554,7 @@ int pick_up_secondary(int weapon_index,int count)
}
//note: flash for all but concussion was 7,14,21
if (count>1) {
if (num_picked_up>1) {
PALETTE_FLASH_ADD(15,15,15);
HUD_init_message("%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
}
@ -583,7 +583,7 @@ void ReorderPrimary ()
MenuReordering=1;
i = newmenu_do("Reorder Primary","Shift+Up/Down arrow to move item", i, m, NULL, NULL);
MenuReordering=0;
for (i=0;i<MAX_PRIMARY_WEAPONS+1;i++)
PlayerCfg.PrimaryOrder[i]=m[i].value;
}
@ -652,7 +652,7 @@ int pick_up_primary(int weapon_index)
cutpoint=POrderList (255);
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
@ -660,7 +660,7 @@ int pick_up_primary(int weapon_index)
select_weapon(weapon_index,0,0,1);
PALETTE_FLASH_ADD(7,14,21);
if (weapon_index!=LASER_INDEX)
HUD_init_message("%s!",PRIMARY_WEAPON_NAMES(weapon_index));
@ -681,7 +681,7 @@ int check_to_use_primary(int weapon_index)
else
select_weapon(weapon_index,0,0,1);
}
PALETTE_FLASH_ADD(7,14,21);
return 1;
@ -715,7 +715,7 @@ int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
}
cutpoint=POrderList (255);
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
if (Primary_weapon==LASER_INDEX && Players[Player_num].laser_level>=4)
supposed_weapon=SUPER_LASER_INDEX; // allotment for stupid way of doing super laser
@ -737,7 +737,7 @@ void init_smega_detonates(void)
int i;
for (i=0; i<MAX_SMEGA_DETONATES; i++)
Smega_detonate_times[i] = 0;
Smega_detonate_times[i] = 0;
}
fix Seismic_tremor_magnitude;
@ -946,15 +946,15 @@ void process_super_mines_frame(void)
Super_mines_yes = 1;
if (Objects[i].lifeleft + F1_0*2 < Weapon_info[SUPERPROX_ID].lifetime) {
vms_vector *bombpos;
bombpos = &Objects[i].pos;
for (j=0; j<=Highest_object_index; j++) {
if ((Objects[j].type == OBJ_PLAYER) || (Objects[j].type == OBJ_ROBOT)) {
fix dist;
dist = vm_vec_dist_quick(bombpos, &Objects[j].pos);
if (j != parent_num)
if (dist - Objects[j].size < F1_0*20)
{
@ -1022,7 +1022,7 @@ int spit_powerup(object *spitter, int id,int seed)
#ifdef NETWORK
if (Game_mode & GM_MULTI)
{
{
if (Net_create_loc >= MAX_NET_CREATE_OBJECTS)
{
return (-1);
@ -1130,7 +1130,7 @@ void DropSecondaryWeapon ()
int objnum,seed;
ubyte weapon_drop_id=-1;
ushort sub_ammo=0;
if (num_objects >= MAX_USED_OBJECTS)
return;
@ -1139,7 +1139,7 @@ void DropSecondaryWeapon ()
HUD_init_message("No secondary weapon to drop!");
return;
}
weapon_drop_id = Secondary_weapon_to_powerup[Secondary_weapon];
// see if we drop single or 4-pack