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authorwithmorten <morten.with@gmail.com>2021-01-21 21:55:33 +0100
committerGitHub <noreply@github.com>2021-01-21 21:55:33 +0100
commitef24783bff1dc74a846966660005cfefe23d48a2 (patch)
treeb123f26121b59226b05bf87a36dec621890de0b3 /src/weapons/WeaponInfo.cpp
parentupdate librw (diff)
parentcodewarrior: finishing touches (diff)
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Diffstat (limited to 'src/weapons/WeaponInfo.cpp')
-rw-r--r--src/weapons/WeaponInfo.cpp50
1 files changed, 25 insertions, 25 deletions
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp
index b40329c8..10737acb 100644
--- a/src/weapons/WeaponInfo.cpp
+++ b/src/weapons/WeaponInfo.cpp
@@ -7,7 +7,7 @@
#include "AnimBlendAssociation.h"
#include "Weapon.h"
-CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
+static CWeaponInfo aWeaponInfo[WEAPONTYPE_TOTALWEAPONS];
static char ms_aWeaponNames[][32] = {
"Unarmed",
@@ -28,7 +28,7 @@ static char ms_aWeaponNames[][32] = {
CWeaponInfo*
CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
- return &CWeaponInfo::ms_apWeaponInfos[weaponType];
+ return &aWeaponInfo[weaponType];
}
void
@@ -36,10 +36,10 @@ CWeaponInfo::Initialise(void)
{
debug("Initialising CWeaponInfo...\n");
for (int i = 0; i < WEAPONTYPE_TOTALWEAPONS; i++) {
- ms_apWeaponInfos[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
- ms_apWeaponInfos[i].m_AnimToPlay = ANIM_PUNCH_R;
- ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS;
- ms_apWeaponInfos[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
+ aWeaponInfo[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
+ aWeaponInfo[i].m_AnimToPlay = ANIM_PUNCH_R;
+ aWeaponInfo[i].m_Anim2ToPlay = NUM_ANIMS;
+ aWeaponInfo[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
}
debug("Loading weapon data...\n");
LoadWeaponData();
@@ -133,29 +133,29 @@ CWeaponInfo::LoadWeaponData(void)
if (strcmp(anim2ToPlay, "null") != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
- ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
+ aWeaponInfo[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
}
CVector vecFireOffset(fireOffsetX, fireOffsetY, fireOffsetZ);
- ms_apWeaponInfos[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
- ms_apWeaponInfos[weaponType].m_fRange = range;
- ms_apWeaponInfos[weaponType].m_nFiringRate = firingRate;
- ms_apWeaponInfos[weaponType].m_nReload = reload;
- ms_apWeaponInfos[weaponType].m_nAmountofAmmunition = ammoAmount;
- ms_apWeaponInfos[weaponType].m_nDamage = damage;
- ms_apWeaponInfos[weaponType].m_fSpeed = speed;
- ms_apWeaponInfos[weaponType].m_fRadius = radius;
- ms_apWeaponInfos[weaponType].m_fLifespan = lifeSpan;
- ms_apWeaponInfos[weaponType].m_fSpread = spread;
- ms_apWeaponInfos[weaponType].m_vecFireOffset = vecFireOffset;
- ms_apWeaponInfos[weaponType].m_AnimToPlay = animId;
- ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
- ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
- ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
- ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
- ms_apWeaponInfos[weaponType].m_nModelId = modelId;
- ms_apWeaponInfos[weaponType].m_Flags = flags;
+ aWeaponInfo[weaponType].m_eWeaponFire = FindWeaponFireType(fireType);
+ aWeaponInfo[weaponType].m_fRange = range;
+ aWeaponInfo[weaponType].m_nFiringRate = firingRate;
+ aWeaponInfo[weaponType].m_nReload = reload;
+ aWeaponInfo[weaponType].m_nAmountofAmmunition = ammoAmount;
+ aWeaponInfo[weaponType].m_nDamage = damage;
+ aWeaponInfo[weaponType].m_fSpeed = speed;
+ aWeaponInfo[weaponType].m_fRadius = radius;
+ aWeaponInfo[weaponType].m_fLifespan = lifeSpan;
+ aWeaponInfo[weaponType].m_fSpread = spread;
+ aWeaponInfo[weaponType].m_vecFireOffset = vecFireOffset;
+ aWeaponInfo[weaponType].m_AnimToPlay = animId;
+ aWeaponInfo[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
+ aWeaponInfo[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
+ aWeaponInfo[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
+ aWeaponInfo[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
+ aWeaponInfo[weaponType].m_nModelId = modelId;
+ aWeaponInfo[weaponType].m_Flags = flags;
}
}