Mark weapon related globals as const

This commit is contained in:
Kp 2012-10-27 02:27:28 +00:00
parent e72a10a545
commit ab3d0bd39f
3 changed files with 14 additions and 19 deletions

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@ -2439,7 +2439,6 @@ multi_send_player_explode(char type)
multi_strip_robots(Player_num);
}
extern ubyte Secondary_weapon_to_powerup[], Primary_weapon_to_powerup[];
extern int Proximity_dropped;
/*

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@ -31,21 +31,21 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#include "playsave.h"
// Convert primary weapons to indices in Weapon_info array.
ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {0, 11, 12, 13, 14};
ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {8, 15, 16, 17, 18};
const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS] = {0, 11, 12, 13, 14};
const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS] = {8, 15, 16, 17, 18};
//for each primary weapon, what kind of powerup gives weapon
ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON};
const ubyte Primary_weapon_to_powerup[MAX_PRIMARY_WEAPONS] = {POW_LASER,POW_VULCAN_WEAPON,POW_SPREADFIRE_WEAPON,POW_PLASMA_WEAPON,POW_FUSION_WEAPON};
//for each Secondary weapon, what kind of powerup gives weapon
ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS] = {POW_MISSILE_1,POW_HOMING_AMMO_1,POW_PROXIMITY_WEAPON,POW_SMARTBOMB_WEAPON,POW_MEGA_WEAPON};
int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0};
ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5};
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};
const int Primary_ammo_max[MAX_PRIMARY_WEAPONS] = {0, VULCAN_AMMO_MAX, 0, 0, 0};
const ubyte Secondary_ammo_max[MAX_SECONDARY_WEAPONS] = {20, 10, 10, 5, 5};
weapon_info Weapon_info[MAX_WEAPON_TYPES];
int N_weapon_types=0;
sbyte Primary_weapon, Secondary_weapon;
int POrderList (int num);
int SOrderList (int num);
ubyte DefaultPrimaryOrder[] = { 4, 3, 2, 1, 0, 255 };
ubyte DefaultSecondaryOrder[] = { 4, 3, 1, 0, 255, 2 };
static const ubyte DefaultPrimaryOrder[] = { 4, 3, 2, 1, 0, 255 };
static const ubyte DefaultSecondaryOrder[] = { 4, 3, 1, 0, 255, 2 };
extern ubyte MenuReordering;
// ------------------------------------------------------------------------------------

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@ -131,21 +131,17 @@ extern void do_weapon_select(int weapon_num, int secondary_flag);
extern sbyte Primary_weapon, Secondary_weapon;
extern ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
extern const ubyte Primary_weapon_to_weapon_info[MAX_PRIMARY_WEAPONS];
extern const ubyte Secondary_weapon_to_weapon_info[MAX_SECONDARY_WEAPONS];
//for each primary weapon, what kind of powerup gives weapon
extern ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
extern const ubyte Primary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
//for each Secondary weapon, what kind of powerup gives weapon
extern ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
extern const ubyte Secondary_weapon_to_powerup[MAX_SECONDARY_WEAPONS];
extern void auto_select_weapon(int weapon_type); //parm is primary or secondary
extern void select_weapon(int weapon_num, int secondary_flag, int print_message,int wait_for_rearm);
extern char *Primary_weapon_names_short[];
extern char *Secondary_weapon_names_short[];
extern char *Primary_weapon_names[];
extern char *Secondary_weapon_names[];
extern int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
extern ubyte Secondary_ammo_max[MAX_PRIMARY_WEAPONS];
extern const int Primary_ammo_max[MAX_PRIMARY_WEAPONS];
extern const ubyte Secondary_ammo_max[MAX_PRIMARY_WEAPONS];
#define HAS_WEAPON_FLAG 1
#define HAS_ENERGY_FLAG 2