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 5cff370262
commit e1572135a2
2 changed files with 19 additions and 15 deletions

View file

@ -1,5 +1,9 @@
D1X-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

@ -7,7 +7,7 @@ IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
@ -50,7 +50,7 @@ ubyte Cycling=0;
// 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)
{
@ -139,7 +139,7 @@ void InitWeaponOrdering ()
PlayerCfg.PrimaryOrder[i]=DefaultPrimaryOrder[i];
for (i=0;i<MAX_SECONDARY_WEAPONS+1;i++)
PlayerCfg.SecondaryOrder[i]=DefaultSecondaryOrder[i];
}
}
void CyclePrimary ()
{
@ -278,10 +278,10 @@ 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++;
@ -307,7 +307,7 @@ 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)
@ -339,11 +339,11 @@ 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++;
@ -411,7 +411,7 @@ int pick_up_secondary(int weapon_index,int count)
select_weapon(weapon_index,1, 0, 1);
}
if (count>1) {
if (num_picked_up>1) {
PALETTE_FLASH_ADD(15,15,15);
hud_message(MSGC_PICKUP_OK, "%d %s%s",num_picked_up,SECONDARY_WEAPON_NAMES(weapon_index), TXT_SX);
}
@ -440,7 +440,7 @@ 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;
}
@ -550,18 +550,18 @@ int pick_up_ammo(int class_flag,int weapon_index,int ammo_count)
int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp)
{
int i, j;
for (i = 0; i < n; i++) {
wi[i].render_type = cfile_read_byte(fp);
wi[i].model_num = cfile_read_byte(fp);
wi[i].model_num_inner = cfile_read_byte(fp);
wi[i].persistent = cfile_read_byte(fp);
wi[i].flash_vclip = cfile_read_byte(fp);
wi[i].flash_sound = cfile_read_short(fp);
wi[i].flash_sound = cfile_read_short(fp);
wi[i].robot_hit_vclip = cfile_read_byte(fp);
wi[i].robot_hit_sound = cfile_read_short(fp);
wi[i].robot_hit_sound = cfile_read_short(fp);
wi[i].wall_hit_vclip = cfile_read_byte(fp);
wi[i].wall_hit_sound = cfile_read_short(fp);
wi[i].wall_hit_sound = cfile_read_short(fp);
wi[i].fire_count = cfile_read_byte(fp);
wi[i].ammo_usage = cfile_read_byte(fp);
wi[i].weapon_vclip = cfile_read_byte(fp);
@ -585,7 +585,7 @@ int weapon_info_read_n(weapon_info *wi, int n, CFILE *fp)
wi[i].mass = cfile_read_fix(fp);
wi[i].drag = cfile_read_fix(fp);
wi[i].thrust = cfile_read_fix(fp);
wi[i].po_len_to_width_ratio = cfile_read_fix(fp);
wi[i].light = cfile_read_fix(fp);
wi[i].lifetime = cfile_read_fix(fp);