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-rw-r--r--src/weapons/WeaponInfo.cpp94
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;
}
}