make building with Codewarrior 7 possible

This commit is contained in:
withmorten
2021-01-19 13:35:48 +01:00
parent 25d3066eae
commit ac0f759b27
42 changed files with 471 additions and 274 deletions

View File

@ -7,7 +7,7 @@
#include "AnimBlendAssociation.h"
#include "Weapon.h"
CWeaponInfo CWeaponInfo::ms_apWeaponInfos[WEAPONTYPE_TOTALWEAPONS];
static CWeaponInfo aWeaponInfo[WEAPONTYPE_TOTALWEAPONS];
static char ms_aWeaponNames[][32] = {
"Unarmed",
@ -28,7 +28,7 @@ static char ms_aWeaponNames[][32] = {
CWeaponInfo*
CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
return &CWeaponInfo::ms_apWeaponInfos[weaponType];
return &aWeaponInfo[weaponType];
}
void
@ -36,10 +36,10 @@ 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_AnimToPlay = ANIM_PUNCH_R;
ms_apWeaponInfos[i].m_Anim2ToPlay = NUM_ANIMS;
ms_apWeaponInfos[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
aWeaponInfo[i].m_eWeaponFire = WEAPON_FIRE_INSTANT_HIT;
aWeaponInfo[i].m_AnimToPlay = ANIM_PUNCH_R;
aWeaponInfo[i].m_Anim2ToPlay = NUM_ANIMS;
aWeaponInfo[i].m_Flags = WEAPONFLAG_USE_GRAVITY | WEAPONFLAG_SLOWS_DOWN | WEAPONFLAG_RAND_SPEED | WEAPONFLAG_EXPANDS | WEAPONFLAG_EXPLODES;
}
debug("Loading weapon data...\n");
LoadWeaponData();
@ -133,29 +133,29 @@ CWeaponInfo::LoadWeaponData(void)
if (strcmp(anim2ToPlay, "null") != 0) {
animAssoc = CAnimManager::GetAnimAssociation(ASSOCGRP_STD, anim2ToPlay);
ms_apWeaponInfos[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
aWeaponInfo[weaponType].m_Anim2ToPlay = (AnimationId) animAssoc->animId;
}
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_AnimToPlay = animId;
ms_apWeaponInfos[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
ms_apWeaponInfos[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
ms_apWeaponInfos[weaponType].m_nModelId = modelId;
ms_apWeaponInfos[weaponType].m_Flags = flags;
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_AnimToPlay = animId;
aWeaponInfo[weaponType].m_fAnimLoopStart = animLoopStart / 30.0f;
aWeaponInfo[weaponType].m_fAnimLoopEnd = animLoopEnd / 30.0f;
aWeaponInfo[weaponType].m_fAnimFrameFire = delayBetweenAnimAndFire / 30.0f;
aWeaponInfo[weaponType].m_fAnim2FrameFire = delayBetweenAnim2AndFire / 30.0f;
aWeaponInfo[weaponType].m_nModelId = modelId;
aWeaponInfo[weaponType].m_Flags = flags;
}
}

View File

@ -19,7 +19,6 @@ enum
};
class CWeaponInfo {
static CWeaponInfo ms_apWeaponInfos[WEAPONTYPE_LAST_WEAPONTYPE];
public:
eWeaponFire m_eWeaponFire;
float m_fRange;