diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 1d869dd7a..6fd4119e0 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -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 diff --git a/main/weapon.c b/main/weapon.c index 1ed779ae8..a8c999409 100644 --- a/main/weapon.c +++ b/main/weapon.c @@ -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;i1) { + 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=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_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