diff options
Diffstat (limited to '')
-rw-r--r-- | src/weapons/WeaponInfo.cpp | 25 |
1 files changed, 5 insertions, 20 deletions
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp index 284a0c20..b40329c8 100644 --- a/src/weapons/WeaponInfo.cpp +++ b/src/weapons/WeaponInfo.cpp @@ -39,11 +39,7 @@ CWeaponInfo::Initialise(void) 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_bUseGravity = 1; - ms_apWeaponInfos[i].m_bSlowsDown = 1; - ms_apWeaponInfos[i].m_bRandSpeed = 1; - ms_apWeaponInfos[i].m_bExpands = 1; - ms_apWeaponInfos[i].m_bExplodes = 1; + ms_apWeaponInfos[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES; } debug("Loading weapon data...\n"); LoadWeaponData(); @@ -80,10 +76,9 @@ CWeaponInfo::LoadWeaponData(void) line[linelen] = '\0'; // skip white space - for (lp = 0; line[lp] <= ' '; lp++); + for (lp = 0; line[lp] <= ' ' && line[lp] != '\0'; lp++); - if (lp >= linelen || // FIX: game uses == here, but this is safer if we have empty lines - line[lp] == '#') + if (line[lp] == '\0' || line[lp] == '#') continue; spread = 0.0f; @@ -136,7 +131,7 @@ CWeaponInfo::LoadWeaponData(void) animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, animToPlay); animId = static_cast<AnimationId>(animAssoc->animId); - if (strncmp(anim2ToPlay, "null", 4) != 0) { + if (strcmp(anim2ToPlay, "null") != 0) { animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay); ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId; } @@ -160,17 +155,7 @@ CWeaponInfo::LoadWeaponData(void) 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_bUseGravity = flags & 1; - ms_apWeaponInfos[weaponType].m_bSlowsDown = (flags >> 1) & 1; - ms_apWeaponInfos[weaponType].m_bDissipates = (flags >> 2) & 1; - ms_apWeaponInfos[weaponType].m_bRandSpeed = (flags >> 3) & 1; - ms_apWeaponInfos[weaponType].m_bExpands = (flags >> 4) & 1; - ms_apWeaponInfos[weaponType].m_bExplodes = (flags >> 5) & 1; - ms_apWeaponInfos[weaponType].m_bCanAim = (flags >> 6) & 1; - ms_apWeaponInfos[weaponType].m_bCanAimWithArm = (flags >> 7) & 1; - ms_apWeaponInfos[weaponType].m_b1stPerson = (flags >> 8) & 1; - ms_apWeaponInfos[weaponType].m_bHeavy = (flags >> 9) & 1; - ms_apWeaponInfos[weaponType].m_bThrow = (flags >> 10) & 1; + ms_apWeaponInfos[weaponType].m_Flags = flags; } } |