types: rename O_GUN_ANIM to O_PISTOL_ANIM

This commit is contained in:
walkawayy 2024-08-10 13:06:04 -04:00
parent 03a78a76a7
commit a782d05f41
6 changed files with 11 additions and 11 deletions

View file

@ -26,7 +26,7 @@ void FX_LaraDrawRightGun(ITEM_INFO *item)
{
int16_t *tmp_mesh;
OBJECT_INFO *obj = &g_Objects[item->object_number];
OBJECT_INFO *obj2 = &g_Objects[O_PISTOLS];
OBJECT_INFO *obj2 = &g_Objects[O_PISTOL_ANIM];
SWAP(
g_Meshes[obj->mesh_index + LM_THIGH_R],

View file

@ -199,7 +199,7 @@ GAME_OBJECT_ID Gun_GetLaraAnimation(LARA_GUN_TYPE gun_type)
case LGT_PISTOLS:
case LGT_MAGNUMS:
case LGT_UZIS:
return O_PISTOLS;
return O_PISTOL_ANIM;
case LGT_SHOTGUN:
return O_SHOTGUN;
default:

View file

@ -103,13 +103,13 @@ void Gun_Pistols_Ready(void)
g_Lara.torso_rot.x = 0;
g_Lara.torso_rot.y = 0;
g_Lara.target = NULL;
g_Lara.right_arm.frame_base = g_Objects[O_PISTOLS].frame_base;
g_Lara.left_arm.frame_base = g_Objects[O_PISTOLS].frame_base;
g_Lara.right_arm.frame_base = g_Objects[O_PISTOL_ANIM].frame_base;
g_Lara.left_arm.frame_base = g_Objects[O_PISTOL_ANIM].frame_base;
}
void Gun_Pistols_DrawMeshes(LARA_GUN_TYPE weapon_type)
{
int16_t object_num = O_PISTOLS;
int16_t object_num = O_PISTOL_ANIM;
if (weapon_type == LGT_MAGNUMS) {
object_num = O_MAGNUM;
} else if (weapon_type == LGT_UZIS) {
@ -128,7 +128,7 @@ void Gun_Pistols_DrawMeshes(LARA_GUN_TYPE weapon_type)
void Gun_Pistols_UndrawMeshLeft(LARA_GUN_TYPE weapon_type)
{
int16_t object_num = O_PISTOLS;
int16_t object_num = O_PISTOL_ANIM;
if (weapon_type == LGT_MAGNUMS) {
object_num = O_MAGNUM;
} else if (weapon_type == LGT_UZIS) {
@ -143,7 +143,7 @@ void Gun_Pistols_UndrawMeshLeft(LARA_GUN_TYPE weapon_type)
void Gun_Pistols_UndrawMeshRight(LARA_GUN_TYPE weapon_type)
{
int16_t object_num = O_PISTOLS;
int16_t object_num = O_PISTOL_ANIM;
if (weapon_type == LGT_MAGNUMS) {
object_num = O_MAGNUM;
} else if (weapon_type == LGT_UZIS) {

View file

@ -623,11 +623,11 @@ void Lara_InitialiseMeshes(int32_t level_num)
switch (resume->gun_type) {
case LGT_SHOTGUN:
if (resume->flags.got_pistols) {
holster_object_num = O_PISTOLS;
holster_object_num = O_PISTOL_ANIM;
}
break;
case LGT_PISTOLS:
holster_object_num = O_PISTOLS;
holster_object_num = O_PISTOL_ANIM;
break;
case LGT_MAGNUMS:
holster_object_num = O_MAGNUM;

View file

@ -152,7 +152,7 @@ static bool Savegame_BSON_IsValidItemObject(
case O_PUZZLE_DONE3: return initial_obj_num == O_PUZZLE_HOLE3;
case O_PUZZLE_DONE4: return initial_obj_num == O_PUZZLE_HOLE4;
// pickups
case O_GUN_AMMO_ITEM: return initial_obj_num == O_PISTOLS;
case O_GUN_AMMO_ITEM: return initial_obj_num == O_PISTOL_ANIM;
case O_SG_AMMO_ITEM: return initial_obj_num == O_SHOTGUN_ITEM;
case O_MAG_AMMO_ITEM: return initial_obj_num == O_MAGNUM_ITEM;
case O_UZI_AMMO_ITEM: return initial_obj_num == O_UZI_ITEM;

View file

@ -26,7 +26,7 @@ typedef enum CAMERA_TYPE {
typedef enum GAME_OBJECT_ID {
NO_OBJECT = -1,
O_LARA = 0,
O_PISTOLS = 1,
O_PISTOL_ANIM = 1,
O_SHOTGUN = 2,
O_MAGNUM = 3,
O_UZI = 4,