diff options
Diffstat (limited to 'src/weapons/WeaponInfo.cpp')
-rw-r--r-- | src/weapons/WeaponInfo.cpp | 94 |
1 files changed, 47 insertions, 47 deletions
diff --git a/src/weapons/WeaponInfo.cpp b/src/weapons/WeaponInfo.cpp index acb11a88..1f78b7d4 100644 --- a/src/weapons/WeaponInfo.cpp +++ b/src/weapons/WeaponInfo.cpp @@ -57,7 +57,7 @@ int32 CWeaponInfo::ms_aMaxAmmoForWeapon[WEAPONTYPE_TOTALWEAPONS] = -1, -1, -1, -1, -1, -1, -1, -1, -1 }; -CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS]; +CWeaponInfo aWeaponInfo[WEAPONTYPE_TOTALWEAPONS]; char CWeaponInfo::ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32] = { "Unarmed", @@ -102,7 +102,7 @@ char CWeaponInfo::ms_aWeaponNames[WEAPONTYPE_TOTALWEAPONS][32] = CWeaponInfo* CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) { - return &ms_apWeaponInfos[weaponType]; + return &aWeaponInfo[weaponType]; } void @@ -110,27 +110,27 @@ 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_fRange = 0.0f; - ms_apWeaponInfos[i].m_nFiringRate = 0; - ms_apWeaponInfos[i].m_nReload = 0; - ms_apWeaponInfos[i].m_nAmountofAmmunition = 0; - ms_apWeaponInfos[i].m_nDamage = 0; - ms_apWeaponInfos[i].m_fSpeed = 0.0f; - ms_apWeaponInfos[i].m_fRadius = 0.0f; - ms_apWeaponInfos[i].m_fLifespan = 0.0f; - ms_apWeaponInfos[i].m_fSpread = 0.0f; - ms_apWeaponInfos[i].m_vecFireOffset = CVector(0.0f, 0.0f, 0.0f); - ms_apWeaponInfos[i].m_AnimToPlay = ASSOCGRP_UNARMED; - ms_apWeaponInfos[i].m_fAnimLoopStart = 0.0f; - ms_apWeaponInfos[i].m_fAnimLoopEnd = 0.0f; - ms_apWeaponInfos[i].m_fAnimFrameFire = 0.0f; - ms_apWeaponInfos[i].m_fAnim2LoopStart = 0.0f; - ms_apWeaponInfos[i].m_fAnim2LoopEnd = 0.0f; - ms_apWeaponInfos[i].m_fAnim2FrameFire = 0.0f; - ms_apWeaponInfos[i].m_fAnimBreakout = 0.0f; - ms_apWeaponInfos[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES; - ms_apWeaponInfos[i].m_nWeaponSlot = WEAPONSLOT_UNARMED; + aWeaponInfo[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT; + aWeaponInfo[i].m_fRange = 0.0f; + aWeaponInfo[i].m_nFiringRate = 0; + aWeaponInfo[i].m_nReload = 0; + aWeaponInfo[i].m_nAmountofAmmunition = 0; + aWeaponInfo[i].m_nDamage = 0; + aWeaponInfo[i].m_fSpeed = 0.0f; + aWeaponInfo[i].m_fRadius = 0.0f; + aWeaponInfo[i].m_fLifespan = 0.0f; + aWeaponInfo[i].m_fSpread = 0.0f; + aWeaponInfo[i].m_vecFireOffset = CVector(0.0f, 0.0f, 0.0f); + aWeaponInfo[i].m_AnimToPlay = ASSOCGRP_UNARMED; + aWeaponInfo[i].m_fAnimLoopStart = 0.0f; + aWeaponInfo[i].m_fAnimLoopEnd = 0.0f; + aWeaponInfo[i].m_fAnimFrameFire = 0.0f; + aWeaponInfo[i].m_fAnim2LoopStart = 0.0f; + aWeaponInfo[i].m_fAnim2LoopEnd = 0.0f; + aWeaponInfo[i].m_fAnim2FrameFire = 0.0f; + aWeaponInfo[i].m_fAnimBreakout = 0.0f; + aWeaponInfo[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES; + aWeaponInfo[i].m_nWeaponSlot = WEAPONSLOT_UNARMED; } debug("Loading weapon data...\n"); LoadWeaponData(); @@ -221,31 +221,31 @@ CWeaponInfo::LoadWeaponData(void) 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_fAnimLoopStart = animLoopStart / 30.0f; - ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f; - ms_apWeaponInfos[weaponType].m_fAnim2LoopStart = anim2LoopStart / 30.0f; - ms_apWeaponInfos[weaponType].m_fAnim2LoopEnd = anim2LoopEnd / 30.0f; - ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f; - ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f; - ms_apWeaponInfos[weaponType].m_fAnimBreakout = animBreakout / 30.0f; - ms_apWeaponInfos[weaponType].m_nModelId = modelId; - ms_apWeaponInfos[weaponType].m_nModel2Id = modelId2; - ms_apWeaponInfos[weaponType].m_Flags = flags; - ms_apWeaponInfos[weaponType].m_nWeaponSlot = weaponSlot; + 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_fAnimLoopStart = animLoopStart / 30.0f; + aWeaponInfo[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f; + aWeaponInfo[weaponType].m_fAnim2LoopStart = anim2LoopStart / 30.0f; + aWeaponInfo[weaponType].m_fAnim2LoopEnd = anim2LoopEnd / 30.0f; + aWeaponInfo[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f; + aWeaponInfo[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f; + aWeaponInfo[weaponType].m_fAnimBreakout = animBreakout / 30.0f; + aWeaponInfo[weaponType].m_nModelId = modelId; + aWeaponInfo[weaponType].m_nModel2Id = modelId2; + aWeaponInfo[weaponType].m_Flags = flags; + aWeaponInfo[weaponType].m_nWeaponSlot = weaponSlot; if (animLoopEnd < 98.0f && weaponType != WEAPONTYPE_FLAMETHROWER && !CWeapon::IsShotgun(weaponType)) - ms_apWeaponInfos[weaponType].m_nFiringRate = ((ms_apWeaponInfos[weaponType].m_fAnimLoopEnd - ms_apWeaponInfos[weaponType].m_fAnimLoopStart) * 900.0f); + aWeaponInfo[weaponType].m_nFiringRate = ((aWeaponInfo[weaponType].m_fAnimLoopEnd - aWeaponInfo[weaponType].m_fAnimLoopStart) * 900.0f); if (weaponType == WEAPONTYPE_DETONATOR || weaponType == WEAPONTYPE_HELICANNON) modelId = -1; @@ -257,7 +257,7 @@ CWeaponInfo::LoadWeaponData(void) for (int i = 0; i < NUM_ANIM_ASSOC_GROUPS; i++) { if (!strcmp(animToPlay, CAnimManager::GetAnimGroupName((AssocGroupId)i))) { - ms_apWeaponInfos[weaponType].m_AnimToPlay = (AssocGroupId)i; + aWeaponInfo[weaponType].m_AnimToPlay = (AssocGroupId)i; break; } } |