types: rename O_GUN_OPTION to O_PISTOL_OPTION

This commit is contained in:
walkawayy 2024-08-10 11:26:33 -04:00
parent 632d2edb42
commit 1d83387ece
7 changed files with 10 additions and 10 deletions

View file

@ -34,7 +34,7 @@ bool Inv_AddItem(int32_t item_num)
switch (item_num) {
case O_PISTOL_ITEM:
case O_GUN_OPTION:
case O_PISTOL_OPTION:
Inv_InsertItem(&g_InvItemPistols);
return true;

View file

@ -437,7 +437,7 @@ INVENTORY_ITEM g_InvItemKey4 = {
INVENTORY_ITEM g_InvItemPistols = {
.string = "Pistols",
.object_number = O_GUN_OPTION,
.object_number = O_PISTOL_OPTION,
.frames_total = 12,
.current_frame = 0,
.goal_frame = 0,

View file

@ -328,7 +328,7 @@ void Lara_UseItem(GAME_OBJECT_ID object_num)
LOG_INFO("%d", object_num);
switch (object_num) {
case O_PISTOL_ITEM:
case O_GUN_OPTION:
case O_PISTOL_OPTION:
g_Lara.request_gun_type = LGT_PISTOLS;
if (g_Lara.gun_status == LGS_ARMLESS
&& g_Lara.gun_type == LGT_PISTOLS) {

View file

@ -133,7 +133,7 @@ const GAME_OBJECT_ID g_TrapdoorObjects[] = {
const GAME_OBJECT_ID g_InvObjects[] = {
// clang-format off
O_GUN_OPTION,
O_PISTOL_OPTION,
O_SHOTGUN_OPTION,
O_MAGNUM_OPTION,
O_UZI_OPTION,
@ -192,7 +192,7 @@ static const GAME_OBJECT_PAIR m_KeyItemToReceptacleMap[] = {
const GAME_OBJECT_PAIR g_ItemToInvObjectMap[] = {
// clang-format off
{ O_PISTOL_ITEM, O_GUN_OPTION },
{ O_PISTOL_ITEM, O_PISTOL_OPTION },
{ O_SHOTGUN_ITEM, O_SHOTGUN_OPTION },
{ O_MAGNUM_ITEM, O_MAGNUM_OPTION },
{ O_UZI_ITEM, O_UZI_OPTION },
@ -375,7 +375,7 @@ void Object_DrawPickupItem(ITEM_INFO *item)
// Different objects need different heuristics.
switch (item_num_option) {
case O_GUN_OPTION:
case O_PISTOL_OPTION:
case O_SHOTGUN_OPTION:
case O_MAGNUM_OPTION:
case O_UZI_OPTION:

View file

@ -52,7 +52,7 @@ void Option_DoInventory(INVENTORY_ITEM *inv_item)
// not implemented in TombATI
break;
case O_GUN_OPTION:
case O_PISTOL_OPTION:
case O_SHOTGUN_OPTION:
case O_MAGNUM_OPTION:
case O_UZI_OPTION:

View file

@ -296,7 +296,7 @@ static GAMEFLOW_COMMAND Inv_Close(GAME_OBJECT_ID inv_chosen)
.param = g_GameFlow.gym_level_num,
};
case O_GUN_OPTION:
case O_PISTOL_OPTION:
case O_SHOTGUN_OPTION:
case O_MAGNUM_OPTION:
case O_UZI_OPTION:
@ -798,7 +798,7 @@ static GAMEFLOW_COMMAND Phase_Inventory_ControlFrame(void)
Sound_Effect(SFX_MENU_GAMEBOY, NULL, SPM_ALWAYS);
break;
case O_GUN_OPTION:
case O_PISTOL_OPTION:
case O_SHOTGUN_OPTION:
case O_MAGNUM_OPTION:
case O_UZI_OPTION:

View file

@ -124,7 +124,7 @@ typedef enum GAME_OBJECT_ID {
O_SOUND_OPTION = 96,
O_CONTROL_OPTION = 97,
O_GAMMA_OPTION = 98,
O_GUN_OPTION = 99,
O_PISTOL_OPTION = 99,
O_SHOTGUN_OPTION = 100,
O_MAGNUM_OPTION = 101,
O_UZI_OPTION = 102,