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https://github.com/LostArtefacts/TRX.git
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gun/const: move gun constants to TRX
This moves and combines gun constants into TRX.
This commit is contained in:
parent
bc31423029
commit
d00c561a41
11 changed files with 52 additions and 46 deletions
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@ -1,3 +1,5 @@
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#pragma once
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#include "./gun/const.h"
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void Gun_AddDynamicLight(void);
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39
src/libtrx/include/libtrx/game/gun/const.h
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39
src/libtrx/include/libtrx/game/gun/const.h
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@ -0,0 +1,39 @@
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#pragma once
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#define SHOTGUN_PELLET_SCATTER (DEG_1 * 20) // = 3640
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#define GUN_AMMO_CLIP 16
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#define GUN_AMMO_QTY (GUN_AMMO_CLIP * 2) // = 32
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#define SHOTGUN_SHELL_COUNT 2
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#define SHOTGUN_AMMO_CLIP 6
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#define SHOTGUN_AMMO_QTY (SHOTGUN_AMMO_CLIP * SHOTGUN_SHELL_COUNT) // = 12
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#if TR_VERSION == 1
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#define MAGNUM_AMMO_CLIP 25
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#define MAGNUM_AMMO_QTY (MAGNUM_AMMO_CLIP * 2) // = 50
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#define UZI_AMMO_CLIP 50
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#define UZI_AMMO_QTY (UZI_AMMO_CLIP * 2) // = 100
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#elif TR_VERSION == 2
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#define MAGNUM_AMMO_CLIP 20
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#define MAGNUM_AMMO_QTY (MAGNUM_AMMO_CLIP * 2) // = 40
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#define UZI_AMMO_CLIP 40
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#define UZI_AMMO_QTY (UZI_AMMO_CLIP * 2) // = 80
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#define M16_AMMO_CLIP 40
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#define M16_AMMO_QTY M16_AMMO_CLIP // = 40
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#define HARPOON_AMMO_CLIP 3
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#define HARPOON_AMMO_QTY HARPOON_AMMO_CLIP // = 3
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#define HARPOON_BOLT_SPEED 150
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#define HARPOON_RECOIL 4
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#define GRENADE_AMMO_CLIP 1
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#define GRENADE_AMMO_QTY (GRENADE_AMMO_CLIP * 2) // = 2
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#define GRENADE_SPEED 200
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// TODO: Japanese version uses 8
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#define FLARE_AMMO_QTY 6
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#endif
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@ -255,9 +255,11 @@ void Gun_Rifle_Fire(const LARA_GUN_TYPE weapon_type)
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for (int i = 0; i < SHOTGUN_AMMO_CLIP; i++) {
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dangles[0] = angles[0]
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+ (int)((Random_GetControl() - 16384) * PELLET_SCATTER) / 65536;
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+ (int32_t)((Random_GetControl() - 16384) * SHOTGUN_PELLET_SCATTER)
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/ 65536;
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dangles[1] = angles[1]
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+ (int)((Random_GetControl() - 16384) * PELLET_SCATTER) / 65536;
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+ (int32_t)((Random_GetControl() - 16384) * SHOTGUN_PELLET_SCATTER)
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/ 65536;
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if (Gun_FireWeapon(weapon_type, g_Lara.target, g_LaraItem, dangles)) {
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fired = true;
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}
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@ -23,6 +23,7 @@
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#include "global/vars.h"
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#include <libtrx/config.h>
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#include <libtrx/game/gun/const.h>
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#include <libtrx/game/interpolation.h>
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#include <libtrx/game/inventory_ring/priv.h>
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#include <libtrx/memory.h>
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@ -135,7 +136,7 @@ static void M_RingNotActive(const INVENTORY_ITEM *const inv_item)
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break;
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case O_SHOTGUN_AMMO_OPTION:
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InvRing_ShowItemQuantity("%d", qty * NUM_SG_SHELLS);
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InvRing_ShowItemQuantity("%d", qty * SHOTGUN_SHELL_COUNT);
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break;
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case O_MAGNUM_AMMO_OPTION:
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@ -17,6 +17,7 @@
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#include "global/vars.h"
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#include <libtrx/config.h>
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#include <libtrx/game/gun/const.h>
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#include <libtrx/game/matrix.h>
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#include <libtrx/utils.h>
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@ -20,6 +20,7 @@
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#include <libtrx/debug.h>
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#include <libtrx/enum_map.h>
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#include <libtrx/filesystem.h>
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#include <libtrx/game/gun/const.h>
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#include <libtrx/game/objects/traps/movable_block.h>
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#include <libtrx/memory.h>
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#include <libtrx/strings.h>
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@ -41,16 +41,6 @@
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#define DAMAGE_START 140
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#define DAMAGE_LENGTH 14
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#define NO_CAMERA (-1)
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#define PELLET_SCATTER (20 * DEG_1)
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#define NUM_SG_SHELLS 2
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#define GUN_AMMO_CLIP 16
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#define MAGNUM_AMMO_CLIP 25
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#define UZI_AMMO_CLIP 50
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#define SHOTGUN_AMMO_CLIP 6
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#define GUN_AMMO_QTY (GUN_AMMO_CLIP * 2)
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#define MAGNUM_AMMO_QTY (MAGNUM_AMMO_CLIP * 2)
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#define UZI_AMMO_QTY (UZI_AMMO_CLIP * 2)
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#define SHOTGUN_AMMO_QTY (SHOTGUN_AMMO_CLIP * NUM_SG_SHELLS)
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#define NUM_EFFECTS 1000
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#define DEATH_WAIT (10 * LOGIC_FPS)
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#define DEATH_WAIT_MIN (2 * LOGIC_FPS)
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@ -6,6 +6,7 @@
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#include "game/stats.h"
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#include "global/vars.h"
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#include <libtrx/game/gun/const.h>
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#include <libtrx/utils.h>
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bool Inv_AddItem(const GAME_OBJECT_ID obj_id)
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@ -22,6 +22,7 @@
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#include "global/vars.h"
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#include <libtrx/config.h>
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#include <libtrx/game/gun/const.h>
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#include <libtrx/game/interpolation.h>
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#include <libtrx/game/inventory_ring/priv.h>
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#include <libtrx/game/matrix.h>
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@ -11,6 +11,7 @@
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#include <libtrx/debug.h>
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#include <libtrx/enum_map.h>
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#include <libtrx/filesystem.h>
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#include <libtrx/game/gun/const.h>
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#include <libtrx/game/lara.h>
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#include <libtrx/game/objects/traps/movable_block.h>
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#include <libtrx/game/savegame.h>
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@ -157,38 +157,5 @@
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#define MONK_FRIENDLY_FIRE_THRESHOLD 10
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#define GUN_AMMO_CLIP 16
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#define GUN_AMMO_QTY (GUN_AMMO_CLIP * 2) // = 32
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#define MAGNUM_AMMO_CLIP 20
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#define MAGNUM_AMMO_QTY (MAGNUM_AMMO_CLIP * 2) // = 40
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#define UZI_AMMO_CLIP 40
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#define UZI_AMMO_QTY (UZI_AMMO_CLIP * 2) // = 80
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#define M16_AMMO_CLIP 40
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#define M16_AMMO_QTY M16_AMMO_CLIP // = 40
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#define SHOTGUN_SHELL_COUNT 2
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#define SHOTGUN_AMMO_CLIP 6
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#define SHOTGUN_AMMO_QTY (SHOTGUN_AMMO_CLIP * SHOTGUN_SHELL_COUNT) // = 12
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#define SHOTGUN_PELLET_SCATTER (DEG_1 * 20) // = 3640
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#define HARPOON_BOLT_SPEED 150
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#define HARPOON_RECOIL 4
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#define HARPOON_AMMO_CLIP 3
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#define HARPOON_AMMO_QTY HARPOON_AMMO_CLIP // = 3
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#define GRENADE_SPEED 200
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#define GRENADE_AMMO_CLIP 1
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#define GRENADE_AMMO_QTY (GRENADE_AMMO_CLIP * 2) // = 2
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#if defined(PSX_VERSION) && defined(JAPAN)
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#define FLARE_AMMO_BOX 8
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#else
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#define FLARE_AMMO_BOX 6
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#endif
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#define FLARE_AMMO_QTY FLARE_AMMO_BOX
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#define LOW_LIGHT 5120
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#define HIGH_LIGHT 4096
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